Bibliography

We aim to keep an up-to-date selective bibliography, with links to online resources and in the SSSMG Repository. SSSMG members can submit entries as well as 'claim' anything they have authored themselves by completing this form.

The bibliography has also migrated to Zotero, where the most up-to-date version can be found. The version on this page was last updated in July 2024.

You can filter using the 'search' field (separate your terms with spaces) and sort by any column by clicking it. (For instance, for all entries published in 2011 with the keyword "dynamic", try searching "2011 dynamic".) We are using the RILM classification system for document types (Media).

AuthorsUnit TitleSourceYearMediaExternal LinkKeywords
Aallouche, Khalid; Albeiriss, Homam; Zarghoune, Redouane; Arrasvuori, Juha; Eronen, Antti; Holm, JukkaImplementation and evaluation of a background music reactive game.Proceedings of the 4th Australasian Conference on Interactive Entertainment Melbourne, Australia 2007ASempirical; technology; game design; Briquolo; experimental; reactive games
Aav, SebastianAdaptive Music System for DirectSoundLinköping University2005D, Master'sdynamic music; middleware; DirectMusic; tools
Abraham, BenHalo and MusicHalo and Philosophy: Intellect Evolved Edited by Cuddy, Luke, Open Court 61-702011ACinteractivity; Halo; soundscape; FOS; Martin O'Donnell; sound effects
Ahlers, MichaelMusik in Videospielen: Zwischen 8-Bit-Ästhetik und adaptivem KlanggeschehenMusikforum, 7 41-442009APhttp://fox.leuphana.de/portal/de/publications/musik-in-videospielen(89a27083-481c-4323-8fbb-2094f97a51ca)/export.htmladaptive music; 8-bit; history; techonlogy
Aksoy, CanRemembering the Rules: Immersive Nostalgia in Final fantasy LeitmotifsNostalgia and Videogame Music Edited by Aksoy, Can; Pozderac-Chenevey, Sarah; Rone, Vincent, Bristol Intellect 85-1062022ACNobuo Uematsu; motif; Final Fantasy VII; Final Fantasy XV; Sega Classics; transformation
Alam, Nowshin Fazia; Paliyawan, Pujana; Thawonmas, R.Towards Musical Game Therapy: A Survey on Music Therapy and Games for Health PromotionIICST 2020ASserious games; music therapy; mental health
Albert, Iannis; Burkard, Nicole; Queck, Dirk; Herrlich, MarcThe Effect of Auditory-Motor Synchronization in Exergames on the Example of the VR Rhythm Game BeatSaberProceedings of the ACM on Human-Computer Interaction, 62022APhttps://dl.acm.org/doi/10.1145/3549516HCI; synchronization; entrainment; rhythm games; virtual reality; VR; Beat Saber; body; exercise; auditory-motor synchronization; exergames; movement; pulse
Aljanaki, Anna; Wiering, Frans; Veltkamp, Remco C.Studying emotion induced by music through a crowdsourcing gameInformation Processing & Management, 52 115-1282016APhttps://www.sciencedirect.com/science/article/pii/S0306457315000424emotion; serious games; crowdsourcing; Geneva Emotional Music Scale; Music Emotion Recognition; music information retrieval
Almirall Nieves, Andres Jose"It's More than a Game, It's an Experience": Eudaimonic Storytelling in the Music of Art GamesThe Florida State University2021D, Master'shttps://www.proquest.com/docview/2546664484/art games; ethos; eudaimonia; Journey; narrative; Shadow of the Colossus; storytelling; Undertale
Alvarez-Molina, Katya A.; Jöllenbeck, Aaron; Malaka, RainerListen and Play: Auditory-Motor Interaction in a Bard’s Tale Video GameImmersive Learning Research Network Edited by Beck, Dennis; Allison, Colin; Morgado, Leonel; Pirker, Johanna; Peña-Rios, Anasol; Ogle, Todd; Richter, Jonathon; Gütl, Christian, Cham Springer International Publishing 198-2102018AChttp://link.springer.com/10.1007/978-3-319-93596-6_14learning; mechanics; pedagogy; pitch recognition
Alves, Valter; Roque, LicínioGuidelines for Sound Design in Computer GamesGame Sound Technology and Player Interaction: Concepts and Developments Edited by Grimshaw, Mark, IGI Global 362-3832001AChttps://www.igi-global.com/gateway/chapter/www.igi-global.com/gateway/chapter/46800emotion; entrainment; Sound design; acoustic ecology; soundscape; context; enrichment; experience; intentional sound design; multi-disciplinary; resonance; sound layers
Anatone, RichardIntroductionThe Music of Nobuo Uematsu in the Final Fantasy Series Edited by Anatone, Richard, Bristol Intellect 452002022ACNobuo Uematsu; canon; legacy; nostalgia
Anatone, RichardThus Spake Uematsu: Satirical Parody in the Opening Sequence to Final Fantasy VIThe Music of Nobuo Uematsu in the Final Fantasy Series Edited by Anatone, Richard, Bristol Intellect 99-1292022ACFFVI; Kefka; Emperor Gestahl; motif; motive; Nietzsche; Omen; parody; satire; Strauss; Thus Spake Zarathustra
Anatone, RichardLeitmotivic Strategies in Nobuo Uematsu’s Final Fantasy SoundtracksMusic Theory Spectrum, mtad0092023APhttps://doi.org/10.1093/mts/mtad009narration; Final Fantasy; Nobuo Uematsu; motif; leitmotif; semiotics; themes; leitmotive; motivic development
Anatone, RichardKishōtenketsu as Leitmotif: Storytelling and Musical Meaning in the Main Theme to Final Fantasy VIIJournal of Sound and Music in Games, 4 15-532023APhttps://doi.org/10.1525/jsmg.2023.4.4.15Nobuo Uematsu; Character themes; Tarnhelm; Neo-Riemannian theory; Motivic analysis
Anatone, Richard; Mc Glynn, James Denis; Powell, Andrew S.Introduction: Final Fantasy VII’s Musical LegacyJournal of Sound and Music in Games, 4 1-142023APhttps://doi.org/10.1525/jsmg.2023.4.4.1audience; Nobuo Uematsu; transmediality; reception; history; remakes; PlayStation
Anatone, Richard; Mc Glynn, James Denis; Powell, Andrew S.; Moukala, Alex; McGroove, Smooth; Schala, PurpleRoundtable with Arrangers and Performers of the Music of Final Fantasy VII (1997)Journal of Sound and Music in Games, 4 154-1672023APhttps://doi.org/10.1525/jsmg.2023.4.4.154fandom; covers; adaptation; style; orchestration; classical music; YouTube; arrangements; video
Anatone, Richard; Mc Glynn, James Denis; Powell, Andrew S.; Roget, Wilbert; Gallagher, M.J.; Holleman, PatRoundtable with Wilbert Roget, M.J. Gallagher, and Pat HollemanJournal of Sound and Music in Games, 4 139-1532023APhttps://doi.org/10.1525/jsmg.2023.4.4.139Nobuo Uematsu; FFVII; leitmotif; Final Fantasy VII; main theme; Compilation of Final Fantasy VII; Crisis Core; Mortal Kombat; FF7; Remake
Andersson, Anders-Petter; Cappelen, BirgittaMusical Interaction for Health ImprovementThe Oxford Handbook of Interactive Audio 2014AChttps://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199797226.001.0001/oxfordhb-9780199797226-e-015sound design; musicking; co-creation; disability; empowerment; health; interaction design; music therapy; tangible interaction
Andrew, LydiaForeword: The Collaborative Art of Game MusicThe Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press xxxiii-xxxvi2021ACaudio director; Assassin's Creed; Aulos; Austin Wintory; Greece; Greek; Odyssey; Syndicate; The Flight; Tripod
Anon.Editorial Comment: Kill the Orchestra: On Music, Mods, and Immersion in The Elder Scrolls on the Nexus Mods PlatformJournal of Sound and Music in Games, 2 582021APhttps://doi.org/10.1525/jsmg.2021.2.4.58
Applegate, MatthewRedesigning the familiar: How effective are directional control pads in developing musicianship in 8- to 12-year-old children?Music, Technology, and Education: Critical Perspectives Edited by King, Andrew; Himonides, Evangelos, London Routledge 105-212016AChttps://www.taylorfrancis.com/chapters/edit/10.4324/9781315596945-17/redesigning-familiar-effective-directional-control-pads-developing-musicianship-8-12-year-old-children-matthew-applegateeducation; interaction; controllers; Gamepad; music teaching; Nintendo DS
Applegate, Matthew C.Cultural perceptions, ownership and interaction with re-purposed musical instrumentsJournal of Music, Technology and Education, 3 93-1062011APplay; interaction; musical instruments; musicianship; ownership; perception; re-purposing; toy
Arditi, DavidVirtual Jam: A Critical Analysis of Virtual Music Game EnvironmentsMusic Video Games: Performance; Politics; and Play Edited by Austin, Michael, London Bloomsbury 2016ACDAW; popular music; cultural studies; internet; political economy; Pro Tools
Arditi, DavidSynergy and Syncs: Record Labels, Video Games, and Unending ConsumptionThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.43capitalism; unending consumption; music recording industry; synchronization licenses; live-streaming; revenue generation
Arditi, DavidVideo Game Concerts: Unending Consumption on Video Game PlatformsCritical Sociology2024APhttps://doi.org/10.1177/08969205241229064capitalism; political economy; music industry; virtual concerts; streaming
Aristopoulos, MariosReview of The Game Audio Strategy Guide: A Practical Course by Gina Zdanowicz and Spencer Bambrick (Routledge, 2020, 416 pp, $75.95)Journal of Sound and Music in Games, 2 65-692021APhttps://online.ucpress.edu/jsmg/article/2/1/65/115920/Review-of-The-Game-Audio-Strategy-GuideA-Practicalcomposition; dynamic music; sound design; business; careers; Implementation
Armstrong, StephenSounding the Grind: Musicospatial Stasis in JRPG Battle ThemesJournal of Sound and Music in Games, 2 1-212021APhttps://doi.org/10.1525/jsmg.2021.2.2.1battle music; immersion; role-playing games; space; grinding
Arnold, MathewInside the Loop: The Audio Functionality of InsideThe Computer Games Journal, 7 203-2112018APhttps://doi.org/10.1007/s40869-018-0071-xsound design; immersion; musical suture; spectromorphology
Arrasvuori, JuhaPlaying and Making Music: Exploring the Similarities between Video Games and Music-Making SoftwareUniversity of Tempere2006D, Doctoralhttps://www.semanticscholar.org/paper/Playing-and-Making-Music%3A-Exploring-the-between-and-Arrasvuori/ee23f0b6d33e18703e974d48981ccc105a6351d9ludus; music games; paidia; 100% Star; Amplitude; Beatmania; eJay Clubworld; Fluid; Get on da Mic; Gitaroo Man; Magix Music Maker; MTV Music Generator 2; music-making software; SingStar
Arsenault, DominicGuitar Hero: "Not Like Playing Guitar At All"?Loading..., 2 2008APhttps://journals.sfu.ca/loading/index.php/loading/article/view/32Guitar Hero; music games; interfaces
Arsenault, DominicPaysages 8-bit. Musicalité et spatialité dans le jeu vidéo des années 1985-1990Inter : art actuel, 98, 9-122008APhttps://www.erudit.org/fr/revues/inter/2008-n98-inter1112108/45610ac/resume/8-bit; spatiality; Castlevania III; Mega Man 2; NES
Arsenault, DominicThe Retrospective and Retrocursive Stances in Retro Game Aesthetics: How DuckTales: Remastered Got the Last QuackThe Intersection of Animation, Video Games, and Music Edited by Plank, Dana; Scoggin, Lisa, New York Routledge 135-1482023ACnostalgia; retro; Mega Man; intertextuality; Disney; history; game design; NES; remaster; palimpsest; remake; DuckTales; Capcom; Stage Select theme
Aska, AlyssaIntroduction to the Study of Video Game Music Lulu.com Lulu.com2017BMgamification; game studies; introduction; sound music
Aslinger, BenGenre in Genre: The Role of Music in Music GamesProceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory, DiGRA 2009, London, UK, September 1-4, 2009 Edited by Krzywinska, Tanya; Kennedy, Helen W.; Atkins, Barry, Digital Games Research Association 2009AShttp://www.digra.org/digital-library/publications/genre-in-genre-the-role-of-music-in-music-games/Guitar Hero; Rock Band; hip-hop; rhythm games; genre; Dance Dance Revolution; Flow! Urban Dance Uprising; rock
Aspromallis, Christodoulos; Gold, Nicolas EForm-Aware, Real-Time Adaptive Music Generation for Interactive ExperiencesProceedings of the Sound and Music Computing Conference 2016, SMC 2016. 2016APalgorithmic music; generative music; interactivity; dynamic; variation
Atkinson, SeanThat Tune Really Holds the Game Together: Thematic Families in Final Fantasy IXThe Music of Nobuo Uematsu in the Final Fantasy Series Edited by Anatone, Richard, Bristol Intellect 130-1512022ACFFIX; Dagger; Melodies of Life; thematic analysis; topics; tropes; Vivi
Atkinson, SeanCrossing the Ludo-Cinematic Continuum: Music-Theoretical Approaches to Video Game MusicThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.1interactivity; music analysis; music theory; western art music; ludo-cinematic continuum
Atkinson, Sean E.Soaring Through the Sky: Topics and Tropes in Video Game MusicMusic Theory Online, 25 2019APhttps://mtosmt.org/issues/mto.19.25.2/mto.19.25.2.atkinson.htmlFinal Fantasy; topics; tropes; Legend of Zelda; film music; video games
Auerbach, BrentPedagogical Applications of the Video Game Dance Dance Revolution to Aural Skills InstructionMusic Theory Online, 16 2010APhttps://mtosmt.org/issues/mto.10.16.1/mto.10.16.1.auerbach.htmlrhythm; popular music; aural skills; CAI; Dance Dance Revolution; music theory pedagogy; sight-reading
Austin, Michael“Playas” and Players: Racial and Spatial Trespassing in Hip Hop Culture Through Video GamesThe Oxford Handbook of Hip Hop Music Edited by Burton, Justin D; Oakes, Jason Lee, 2018AChttps://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780190281090.001.0001/oxfordhb-9780190281090-e-55race; identity; Grand Theft Auto; place; digital minstrelsy; hip hop; space
Austin, MichaelOrchestrating Difference: Representing Gender in Video Game MusicMasculinities in Play Edited by Taylor, Nicholas; Voorhees, Gerald, 165-1832018AChttps://works.bepress.com/michael-austin/14/gender; fantasy games; gender bias; instrumentation; masculinity; orchestration; representation
Austin, MichaelSample; Cycle; Sync: The Music Sequencer and Its Influence on Music Video GamesMusic Video Games: Performance; Politics; and Play Edited by Austin, Michael, London Bloomsbury 2016ACinterface; affordance; Chiptune Runner; instrument; MDA; My Singing Monsters; organology; sequences
Austin, MichaelIntroduction—Taking Note of Music GamesMusic Video Games: Performance; Politics; and Play Edited by Austin, Michael, London Bloomsbury 445622016ACMichael Jackson; Michael Jackson's Moonwalker; performance studies; stardom
Austin, Michael L.Music GamesThe Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 140-1582021AChttps://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/music-games/FFD1CA069D8853CC13B0EE12F7469995Guitar Hero; Rock Band; hip-hop; karaoke; rhythm games; controllers; genre; dance games; dancing games; Def Jam; edutainment; peripherals; Rocksmith
Austin, Michael L.From mixtapes to multiplayers: Sharing musical taste through video gamesThe Soundtrack, 8 77-882015APmusic games; remediation; participatory culture
Austin, Michael L.Press Start to (Fore)Play: Sex and Sexuality in Game MusicThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.30identity; pornography; sexuality; sex; homosexuality; sonic representation; enactment; personhood
Ayers, William R.What Is It Like to Be a Dolphin? Echolocation and Subjectivity in Video GamesJournal of Sound and Music in Games, 2 1-332021APhttps://doi.org/10.1525/jsmg.2021.2.3.1disability; Ecco the Dolphin; echolocation; Perception; subjective experience
Ayers, William R.Scoring, Sounding, and Silencing Death: Musical Depictions of Failure in Coherent and Incoherent Worlds—Part 1Music and the Moving IMage, 17 35-552024APhttps://dx.doi.org/10.5406/19407610.17.2.03BioShock, cognition, coherence, incoherence, Dark Souls, death, Double Dragon, failure, game over, Legend of Zelda, Tetris, worldbuilding
Ayers, William R.How Video Game Music Plays Us: Musical Topics, Modularity, and Compulsion LoopsThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.11narrative; interactivity; silent cinema; musical topics; modular music; 3D action-adventure games
Babbitt, BenComposing for Independent Games: The Music of Kentucky Route ZeroThe Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 120-1302021AChttps://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/composing-for-independent-games-the-music-of-kentucky-route-zero/D1BAE7D5564AC8A785349EAAF0785ABBsynchronization; indie; budget; collaboration; screen music
Baccigalupo, ClaudioDesign and Production of Audio Technologies for Video Games Development Milan Università degli Studi di Milano2003D, Master'shttps://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.455.711&rep=rep1&type=pdfdialogue; history; game design; audio technology; network; voice
Baker, NathanThe Music of Mario, Link, and Samus: Harmony, Form, and Meaning in Early Compositions by Koji Kondo and Hirokazu TanakaAnalyzing the Music of Living Composers (And Others) Edited by Boss, Jake; Osborn, Brad; Pack, Tim S.; Rodgers, Stephen, Cambridge Scholars Publishing 192-2172013ACSuper Mario Bros.; Metroid; music analysis
Balasko, AlexanderAn Untitled Goose by Any Other Name : a critical theorization of the indie game genreUniversity of Texas at Austin2020D, Master'shttps://repositories.lib.utexas.edu/handle/2152/85153chiptune; production; industry; independent; indie
Ballard, Mary E.; Spencer, Michael; Holtkamp, Megan K.; Sakrison, Evan; Kindle, Ta’rahHorror Videogame Sound Effects, Cardiovascular Arousal, and Ethnic Bias in the Decision to ShootThe American Journal of Psychology, 1342021APhttps://dx.doi.org/10.5406/amerjpsyc.134.2.0175race; affective reponse; cardiovascular reactivity; racial bias
Banks, TobiasThe Wrong Tool for the Right Job: Composition on 8-Bit MachinesINSAM: Journal of Contemporary Music, Art and Technology, 2019 69-812019APhttps://insam-institute.com/the-wrong-tool-for-the-right-job-composition-on-8-bit-machines/C64; chiptune; 8-bit; NES; Nintendo; ZX Spectrum; demoscene; synthesizers
Banks, TobiasThe Wrong Tool for the Right Job: Composition on 8-Bit MachinesINSAM: Journal of Contemporary Music, Art and Technology, 32019APhttps://insam-institute.com/the-wrong-tool-for-the-right-job-composition-on-8-bit-machines/C64; chiptune; 8-bit; demoscene; Nintendo; NES; ZX Spectrum; synthesizers
Barbosa, Mathieu; Yamakami, YoheiFormation et développement des cultures autour de la « Geemu ongaku » (1980-1990)Kinéphanos, 5 142-1602015APhttps://www.kinephanos.ca/2015/geemu-ongaku/Geemu Ongaku; Dragon Quest; Arcade; Diffusion
Barbossa, MatthieuLa musique dans les jeux vidéo Paris Université Paris 8 Saint-Denis2009D, Master's
Barrett, James; Ng, JennaThe Half-Imagined Past: The Audio-Depiction of 1960s Capitalism and Freedom in the Music of Wolfenstein: The New Order and Mad MenKinéphanos, 6 87-1132016APhttps://www.kinephanos.ca/2016/the-half-imagined-past/Wolfenstein; Music; Half-imagined past; Ideology; Mad Men
Baxa, John P.Effects of Contingent and Non-Contingent Audio on Performance and Quality of Experience in a Role-Playing Video Game Kalamazoo, Mich. : Kalamazoo College2008D, Undergraduatehttps://cache.kzoo.edu/handle/10920/8995dynamic music; immersion; empirical; experimental
Baysted, StephenPalimpsest, Pragmatism and the Aesthetics of Genre Transformation: Composing the Hybrid Score to Electronic Arts’ 'Need for Speed Shift 2: Unleashed' Edited by Summers, Tim; Kamp, Michiel; Sweeney, Mark, Sheffield Equinox Publishing 132-1712016AChttps://www.equinoxpub.com/home/ludomusicology/composition; dynamic music; Need for Speed Shift 2: Unleashed; popular music
Baysted, StephenSimulation: squaring the immersion, realism and gameplay circle Edited by Mera, Miguel; Sadoff, Ronald; Winters, Ben, New York Routledge 328-3382017AChttps://www.routledge.com/The-Routledge-Companion-to-Screen-Music-and-Sound/Mera-Sadoff-Winters/p/book/9781138855342immersion; sound; realism; cars; Need for Speed; binaural recording; headphones; Project Cars; racing
Baysted, StephenThe Best Laid Schemes o’ Mice an’ Men: Completing the Scores to Fast and Furious Crossroads and Project Cars 3 during LockdownJournal of Sound and Music in Games, 3 63-682022APhttps://doi.org/10.1525/jsmg.2022.3.4.63composition; production; recording; Project Cars; racing games; COVID-19; Fast and Furious; hybrid orchestration; pandemic
Baysted, StephenCompositional Approaches to Film, TV and Video GamesThe Cambridge Companion to Music in Digital Culture Edited by Trippett, David; Ingalls, Monique M.; Cook, Nicholas, Cambridge Cambridge University Press 204-2082019AChttps://www.cambridge.org/core/books/cambridge-companion-to-music-in-digital-culture/compositional-approaches-to-film-tv-and-video-games/DBCA0C44044843F35272A00B78D46C92implementation; composing; construction
Baysted, Stephen; Summers, TimThe Creative Process of Composing for Video Games: From Pitching to Gold Master and BeyondThe Oxford Handbook of the Creative Process in Music Edited by Donin, Nicolas, Oxford University Press 2018AChttps://pure.royalholloway.ac.uk/admin/files/46591849/Baysted_and_Summers_Composing_in_Video_Games_MSS04_TS.docxadaptive music; dynamic music; development; scoring; interactive music; loops; recording; racing games; layers
Becker, Manuel“Donasdogama Micma”: Garry Schyman’s Music for Dante’s Inferno (2010) and the Sound of Dante’s Divine Comedy in Video GamesJournal of Sound and Music in Games, 52024APhttps://doi.org/10.1525/jsmg.2024.5.2.1avant-garde; game scores; Dante Alighieri; Divine Comedy; Garry Schyman; hell
Bégel, Valentin; Di Loreto, Ines; Seilles, Antoine; Dalla Bella, SimoneMusic Games: Potential Application and Considerations for Rhythmic TrainingFrontiers in Human Neuroscience, 11 2017APhttps://www.frontiersin.org/article/10.3389/fnhum.2017.00273rhythm; motor skill; neurology; precision; training
Belinkie, MatthewVideo game music: not just kid stuffVGMusic 1999ERhttps://www.vgmusic.com/information/vgpaper.htmltechnology; history; game design; composer interviews
Belmonte-Ávila, Juan F.Meaningful Grunts and Radical “Blehs”: Polysemic Identities through Nonhuman Noise in Video GamesJournal of Sound and Music in Games, 52024APhttps://doi.org/10.1525/jsmg.2024.5.2.49identity; voice; noise; assemblage; non-human sound; nonhuman sound; Rabbids; radical identities; Super Mario
Benveniste, Samuel; Jouvelot, Pierre; Michel, Renaud; Lecourt, EdithLa Wiimprovisation en musicothérapie analytique de groupe : design participatif avec des enfants atteints de troubles du comportementRevue française de musicothérapie, 29 17-332009APhttps://hal-mines-paristech.archives-ouvertes.fr/hal-00829753composition; narrative; dynamic music; generated music
Berndt, AxelAdaptive Game Scoring with Ambient MusicIn Music Beyond Airports: Appraising Ambient Music, Edited by Monty Adkins, Simon Cummings pp. 197-226.2019ACgenerative music; adaptive music; dynamic music; Brian Eno; Ambient music
Berndt, AxelMusical Nonlinearity in Interactive Narrative EnvironmentsIn G. Scavone, V. Verfaille, and A. da Silva (eds.) The International Computer Music Conference (ICMC) 2009, McGill University, Montreal, Canada, August 2009, pp. 355-3582009AScomposition; narrative; dynamic music; generated music; transitions
Berndt, AxelDiegetic Music: New Interactive ExperiencesGame Sound Technology and Player Interaction: Concepts and Developments, edited by Mark Grimshaw (Hershey, PA), 60-762011ACimplementation; diegesis; diegetic; controllability; functions; nonlinearlity
Berndt, AxelMusik für interaktive Medien: Arrangement- und InterpretationstechnikenMagdeburg University2011D, Doctoralcomposition; narrative; dynamic music
Berndt, Axel; Hartmann, KnutThe Functions of Music in Interactive MediaIn Interactive Digital Storytelling (ICIDS) 2008, Springer-Verlag Berlin Heidelberg, University of Applied Sciences Erfurt, Germany, November 2008, pp. 126-131.2008ASnarrative; dynamic music; perception; film music; functions
Berndt, Axel; Hartmann, KnutStrategies for Narrative and Adaptive Game ScoringIn Audio Mostly, September 2007, 141-1472007AScomposition; narrative; dynamic music; generated music
Berndt, Axel; Hartmann, Knut; Röber, Niklas; Masuch, MaicComposition and Arrangement Techniques for Music in Interactive Immersive EnvironmentsIn Audio Mostly - A Conf. on Sound in Games, Interactive Institute/Sonic Studio, Sweden, October 2006, pp. 53-592006AScomposition; narrative; dynamic music; film music
Bessell, DavidWhat's That Funny Noise? An Examination of the Role of Music in Cool Boarders 2; Alien Trilogy and Medievil 2Screenplay: Cinema/Videogames/Interfaces Edited by King, Geoff; Krzywinska, Tanya; Siegel, Professor Geoff, Wallflower Press 2002ACdynamic music; film music; Alien Trilogy; Cool Boarders 2; functionality; Medievil 2
Bessell, DavidAn Auto-Ethnographic Approach to Creating the Emotional Content of Horror Game SoundtrackingIn Emotion in Video Game Soundtracking (Cham: Springer), ed. Duncan Williams and Newton Lee, 39-502018ASmixing; horror; non-linearity; dramaturgy
Bhogal, Gurminder KaurClaude Debussy’s Piano Music and the Evocation of Atmosphere and Humor in Video GamesThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.38Claude Debussy; classical music; atmosphere; feeling; player response; Clair de Lune
Blickhan, Samantha"Listening" through Digital Interaction in Björk’s 'Biophilia'In Ludomusicology: Approaches to Video Game Music, ed. Michiel Kamp, Tim Summers, Mark Sweeney (Sheffield: Equinox), 133-1512016APhttps://journals.equinoxpub.com/books/article/view/23904music games; apps; Biophilia; iPad
Blum, MickaelIntroduction à la ludomusicologie : le cas de Shovel KnightMusurgia, 32022APhttps://www.cairn.info/revue-musurgia-2022-3-page-75.htmchiptune; 8-bit; Video Game Music; Famitracker; Nintendo Entertainment System (NES); Shovel Knight
Böcker, Thomas; Fritsch, Melanie; Summers, TimProducing Game Music ConcertsThe Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 424-4322021AChttps://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/producing-game-music-concerts/1F3134466E27D5FD1846951DBB78556BFinal Fantasy; Nobuo Uematsu; Chris Hülsbeck; Adaptation; Arrangement; Concerto; Leipzig; Live; Orchestra; Repertoire; Symphonic Game Music; Symphony
Boer, JamesGame Audio ProgrammingCharles River Media2002BMtechnology; game design; programming
Boetsch, Isabell; von Georgi, Richard; Bullerjahn, ClaudiaThe influence of music and video game preferences on the perceived effects of music while gamingJahrbuch Musikpsychologie, 25 72-912015APdynamic music; psychology; concentrations; musical preference
Bogost, IanHow to Do Things With VideogamesUniversity of Minnesota Press2011BMhttp://minnesota.universitypressscholarship.com/view/10.5749/minnesota/9780816676460.001.0001/upso-9780816676460performance; rhythm; melody
Bonikowski, TomaszThe Beat of Nature: Aspects of Sámi Culture in the Game Skábma: SnowfallMusica Iagellonica, 142023APhttps://muzykologia.uj.edu.pl/documents/6464892/155233608/06Bonikowski.pdf/bff04b91-27d1-4804-a5cc-bcc0bb276403colonialism; Sámi; Skábma: Snowfall
Borchers, J.; Muhlhauser, M.Design patterns for interactive musical systemsIEEE MultiMedia, 5 36-461998APtechnology; middleware; programming; WorldBeat
Borecky, AndrewDungeons, Dragons, and MusicThe Immersive Qualities of Sound in Dungeons & DragonsJournal of Sound and Music in Games, 2 46-642021APhttps://online.ucpress.edu/jsmg/article/2/1/46/115921/Dungeons-Dragons-and-MusicThe-Immersive-Qualitiesperformance; video game; Critical Role; Dungeons & Dragons; fantasy; participatory; soundtrack
Bott, Jared N.; Crowley, James G.; LaViola, Joseph J.Exploring 3D gestural interfaces for music creation in video gamesProceedings of the 4th International Conference on Foundations of Digital Games New York, NY, USA Association for Computing Machinery2009AShttps://doi.org/10.1145/1536513.1536527music; video games; 3D gestural interfaces; user evaluation; Wii remote
Böttcher, Niels; Serafin, StefaniaA Review of Interactive Sound in Computer GamesThe Oxford Handbook of Interactive Audio Edited by Collins, Karen; Kapralos, Bill; Tessler, Holly, Oxford University Press 2014AChttps://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199797226.001.0001/oxfordhb-9780199797226-e-026procedural audio; realism; granular synthesis; Max/MSP; motion controllers; motoric behavior; self-produced sound
Bouquet, EricMusique et son: leurs rôles dans l'immersion du joueur de jeux vidéo S. l., France 2010D, reception; history of music; videogame music culture
Bowden, SaraNot suitable for the easily disturbed: Sonic nonlinearity and disruptive horror in Doki Doki Literature Club!The Soundtrack, 11 447432020APhorror; indie games; nonlinearity; Doki Doki Literature Club; metafiction
Boyd, AndrewWhen Worlds Collide: Sound And Music In Film And GamesGame Developer 2003https://www.gamedeveloper.com/audio/when-worlds-collide-sound-and-music-in-film-and-gamesgame design; audio design; film music
Bradford, Wesley J.Exploring the Narrative Implications of Emerging Topics in The Legend of Zelda: Breath of the WildJournal of Sound and Music in Games, 1 441972020APhttps://doi.org/10.1525/jsmg.2020.1.4.1narrative; Legend of Zelda; technology; myth; topic theory; nature
Braguinski, NikitaRANDOM. Die Archäologie der elektronischen Spielzeugklänge Bochum Project Verlag2018BMAtari; Ballblazer; iMUSE; Speak and Spell; unpredictability
Braguinski, NikitaÄsthetisches Rauschen. Die Werteökonomie der ComputerklängeShift-Restore-Escape. Retrocomputing und Computerarchäologie Edited by Höltgen, Stefan, CSW 55-642014ACretro; value; 8-bit; aesthetics; perception; noise
Braguinski, NikitaThe resolution of sound: Understanding retro game audio beyond the ‘8-bit’ horizonNECSUS, Spring 2018 2018APhttps://necsus-ejms.org/the-resolution-of-sound-understanding-retro-game-audio-beyond-the-8-bit-horizon/chipmusic; chiptune; retro; 8-bit; aesthetics; terminology; PSG; resolution
Brame, JasonThematic Unity Across a Video Game SeriesACT, 2 2011APhttps://www.act.uni-bayreuth.de/de/archiv/2011-02/03_Brame_Thematic_Unity/composition; semiotics; Legend of Zelda; Super Mario Bros.; music theory; Schenkerian analysis
Brandon, AlexanderAudio for Games: Planning, Process, and Production Berkeley, CA New Riders2004BMtechnology; audio design
Bredin, NicolasL'expérience du joueur à travers l'histoire et sa représentation par le son et la musique Paris Université Paris 8 Saint-Denis2005D, Master'smusical representation; story
Bredin, NicolasLe son et la musique dans les jeux vidéo Paris Université Paris 8 Saint-Denis2004D, Master's
Bridgett, RobFrom the Shadows of Film SoundBlurb Books2010BMhttp://www.blurb.co.uk/b/1658613-from-the-shadows-of-film-soundcomposition; technology; audio design; film music
Bridgett, RobContextualizing Game Audio AestheticsThe Oxford Handbook of New Audiovisual Aesthetics Edited by Richardson, John; Gorbman, Claudia; Vernallis, Carol, New York Oxford University Press2013AChttps://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199733866.001.0001/oxfordhb-9780199733866-e-008sound design; audio director; postproduction; Scarface
Bridgett, RobDynamic range: subtlety and silence in video game soundFrom Pac-Man to Pop Music, ed. Karen Collins, Farnham Ashgate 127-1342008ACmixing; interactive; cultural artefact; dynamics; player control
Bridgett, Rob‘Less Music, Now!’ New Contextual Approaches to Video Game ScoringThe Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 110-1192021AChttps://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/less-music-now-new-contextual-approaches-to-video-game-scoring/4811F50E4BD288CB15BDD707A57BA371adaptive music; dynamic music; mixing; sound design; implementation; Inside; Limbo; The Last of Us; Audio director; Battlefield
Bridgett, RobLeading with Sound: Proactive Sound Practices in Video Game DevelopmentWaltham, MA Focal Press2021BMaudience; creative process; development; dialogue; emotion; mixing; production; psychology; sound design
Bridgewater, MichaelIndustrial Techno and SID Sound Design in the Commodore 64 Game SlipstreamJournal of Sound and Music in Games, 4 9-252023APhttps://doi.org/10.1525/jsmg.2023.4.1.9SID; industrial music; demoscene; EDM; electronic dance music; techno; Berlin
Bridgewater, Michael PhilipPlay on Any Platform: Between Hip-Hop Beatmaking and Video GamesThe UK Annual of Postgraduate Hip-Hop Studies, 2019 51-692019APhttps://issuu.com/ukjournalofhip-hopstudies/docs/uk_annual_of_postgraduate_hip_hop_ssignification; hip-hop; Commodore; sampling; commodification; cultural origins; Ghettoblaster; Music 2000; technoculture; Wu-Tang Clan
Brochard-Garnier, ThomasL'appropriation de la musique occidentale dans le RPG japonais Paris Ecole des Hautes Etudes en Sciences Sociales2015D, Master'sexoticism; JRPG; appropriation; Role-playing game; Western music
Brubaker, Blaine; Fernandez, Sabino; Wolski, Kristin“Press Replay”: A Retrospective on “Press Start!”: A Video Game Music SymposiumJournal of Sound and Music in Games, 52024APhttps://doi.org/10.1525/jsmg.2024.5.1.57collection; conference; curation; librarianship; library; music librarianship; music library; outreach; promotion; symposium
Bruno, DanNoteworthy: The Music That Influenced The Legend of Zelda: Ocarina of TimeKillscreen, 1 68-702011APadaptation; Legend of Zelda; genre
Bullerjahn, ClaudiaMusik in Computerspielen. Vermarktungspotential, Nutzung und WirkungIn Christofer Jost, Daniel Klug, Axel Schmidt and Klaus Neumann-Braun (eds.), Populäre Music, Mediale Musik? Transdisziplinäre Beiträge zu Medien der Populären Musik, Baden-Baden: Nomos, pp. 33-592011AChttps://web.archive.org/web/20200930200118/http://www.academia.edu/4818621/Music_in_computer_games._Potential_for_marketing_utilization_and_effectdynamic music; psychology; marketing; review; pop music
Bullerjahn, Claudia; Hantschel, FlorianMusik im audiovisuellen Kontext: Film, Fernsehen, Video(spiel)Handbuch Musikpsychologie, ed. Andreas Lehmann and Reinhard Kopiez (Hogrefe), 273-2902018ACpsychology; media
Burke, Kevin R.Alien Waves: Sonic Reverberations of the RPG Interface in Lagrange PointMusic in the Role-Playing Game Routledge2019ACchiptune; HCI; 8-bit; JRPG; NES; programming; driver; Famicom; FM synthesis; Human-computer interaction; Konami; VRC7; YM2413; Yume Penguin Monogatari
Burke, Kevin R.Hard Limitations and Soft Possibilities: A “Systematic” History of Early Video Game Sound TechnologyThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.17composition; chiptune; audio hardware; sound software; home console
Burrill, Derek A.; Borelli, Melissa BlancoDancing with MyselfThe Oxford Handbook of Dance and the Popular Screen Edited by Borelli, Melissa Blanco, Oxford University Press 2014AChttps://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199897827.001.0001/oxfordhb-9780199897827-e-027embodiment; avatar bodies; choreography; Dance Central; Kinect
Capacchione, TristanMusical Gamescapes: A Study of Unity in Arcanum: Of Steamworks and Magick Obscura Self-published2007https://web.archive.org/web/20110711071943/http://www.gamessound.com/texts/Arcanum.pdfludus; paidia; ludic; music theory; Arcanum
Carithers, Kirsten L. SpeyerMusical Indeterminacy as Critical and Affirmative playASAP/Journal, 8 119-1422023APhttps://muse.jhu.edu/pub/1/article/886980avant-garde; fandom; economics; John Cage; Huizinga; labour; labor; experimentalism; Earle Brown; Cornelius Cardew; David Tudor; fluxus
Carlsson, AndersChip music: low-tech data music sharingFrom Pac-Man to Pop Music, edited by Karen Collins, Routledge2008AC8-bit; history; chip music; demoscene; electronic music; EP; LP; music writing software; tracker
Carlsson, AndersPower users and retro puppets - a critical study of the methods and motivations in chipmusicLund University2010D, Master'shttps://www.lunduniversity.lu.se/lup/publication/1662548chipmusic; nostalgia; immersion; 8-bit; aesthetics; deoscene; hackers; hauntology; interface; platform studies; soundchip; transgression
Cassidy, Gianna G.; Paisley, Anna M. J. M.Music Games and Musical IdentitiesHandbook of Musical Identities Oxford Oxford University Press2017AChttps://oxford.universitypressscholarship.com/10.1093/acprof:oso/9780199679485.001.0001/acprof-9780199679485-chapter-31music games; virtuality; avatars; rock band
Cassidy, Gianna G.; Paisley, Anna M. J. M.Music-Games: A Case Study of Their ImpactResearch Studies in Music Education, 35 119-1382013APeducation; learning; game-based learning; informal music participation; music-game
Cassidy, Gianna; Macdonald, RaymondThe effects of music choice on task performance: A study of the impact of self-selected and experimenter-selected music on driving game performance and experienceMusicae Scientiae, 13 357-3862009APhttps://doi.org/10.1177/102986490901300207performance; psychology; arousal; driving games; preference
Cavanagh, RobertVideo Game Soundtrack Albums and the Digital RevolutionThe Soundtrack Album Routledge2020ACmarketing; Japan; synergy; OST; business; Electronic Arts; taste
Cayari, ChristopherLearning strategies of video game music makers: Informal and school-based learning for online publicationInternational Journal of Music Education, 40 445-4592022APhttps://doi.org/10.1177/02557614211070037education; fandom; music theory
Cayari, ChristopherThe Music of Undertale: Participatory Culture, Video Game Music, and Creating Covers for YouTubeInternational Journal of Education & the Arts, 242023APhttp://www.ijea.org/v24n22/index.htmlUndertale; education; arrangement; covers; teaching; participatory culture; pedagogy; informal learning; YouTube
Cerrati, MichaelVideo Game Music: Where it Came From, How it is Being Used Today, and Where it is Heading TomorrowVanderbilt Journal of Entertainment & Technology Law, 8 293-3342006APhttps://scholarship.law.vanderbilt.edu/jetlaw/vol8/iss2/2marketing; legal; history; finance; licensing
Chan, Ko OnFrom Fantasy to Trauma: Sound and Sex in School DaysThe Intersection of Animation, Video Games, and Music Edited by Plank, Dana; Scoggin, Lisa, New York Routledge 120-1322023ACviolence; pornography; fantasy; visual novel; anime; erotic games; gyarugē; moe; melodrama; nakigē; otaku; sex; trauma; yandere
Chan, NormanA Critical Analysis of Modern Day Video Game Audio Nottingham University of Nottingham2007D, Undergraduatehttps://web.archive.org/web/20110725154644/http://www.gamessound.com/texts/chan.pdfcomposition; dynamic music; Grand Theft Auto; Civilization IV; diegetic music; composer interview; Hitman: Blood Money
Charlotte, Pierce; J, Woodward Clinton; Anthony, BartelMeWare for Sale: Developer’s Approaches to Serious Mobile Music GamesProceeedings of DiGRA 20202020APhttp://www.digra.org/wp-content/uploads/digital-library/DiGRA_2020_paper_100.pdfeducational games; music education; serious games
Cheng, WilliamSound Play: Video Games and the Musical Imagination New York Oxford University Press2014BMhttps://oxford.universitypressscholarship.com/10.1093/acprof:oso/9780199969968.001.0001/acprof-9780199969968concerts; Fallout 3; aesthetics; Silent Hill; Final Fantasy VI; Lord of the Rings Online; Team Fortress 2; virtual ethnography
Cheng, WilliamAcoustemologies of the ClosetThe Oxford Handbook of Virtuality Edited by Grimshaw, Mark, 2014AChttps://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199826162.001.0001/oxfordhb-9780199826162-e-011gender; identity; virtual ethnography; online voice communication; sexual politics
Cheng, WilliamMonstrous Noise: Silent Hill and the Aesthetic Economies of FearThe Oxford Handbook of Sound and Image in Digital Media Edited by Vernallis, Carol; Herzog, Amy; Richardson, John, 2013AChttps://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199757640.001.0001/oxfordhb-9780199757640-e-016horror; Silent Hill; noise; industrial music
Cheng, WilliamAfterword--Toadofsky's Music LessonsMusic Video Games: Performance; Politics; and Play Edited by Austin, Michael, London Bloomsbury 2016ACmusic games; affordance; musicality; Super Mario RPG: Legend of the Seven Stars
Cheng, WilliamRole-Playing toward a Virtual Musical Democracy in The Lord of the Rings OnlineEthnomusicology, 56 31-622012APhttps://www.jstor.org/stable/10.5406/ethnomusicology.56.1.0031Lord of the Rings Online; virtual ethnography
Childs, G.W.Creating Music And Sound For Games Boston Course Technology PTR2006BMcomposition; dynamic music; sound design; middleware; design process
Chung, Szu-Ming; Wu, Chun-TsaiDesigning Music Games and Mobile Apps for Early Music LearningSerious Games and Eduntainment Applications Volume II Edited by Ma, Minhua; Oikonomou, Andreas, 2017AChttps://www.springerprofessional.de/en/designing-music-games-and-mobile-apps-for-early-music-learning/12112868rhythm games; apps; android; early music learning
Ciciliani, Marko; Lüneburg, Barbara; Pirchner, AndreaLudified: Artistic Research in Audiovisual Composition, Performance and PerceptionEdited by Ciciliani, Marko; Lüneburg, Barbara; Pirchner, Andreas, Berlin The Green Box 2021BMcomposition; performance; audiovisual art; installation; interactivity
Claussen, Jan TorgeMusik als Videospiel: Guitar Games in der digitalen Musikvermittlung.Hildesheim Zürich New York Olms, Georg2021BMGuitar Hero; performance; play; education; Rocksmith; Bandfuse; Yousician
Collins, JacobGame Noir: The Functions of Jazz in the Detective Adventure Video GameThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.35jazz; genre; film noir; racism; neonoir; game noir; misogyny
Collins, K. C.Playing with Sound: A Theory of Interacting with Sound and Music in Video GamesCambridge, MA, USA MIT Press2013BMperformance; interaction; theory; experience; embodied cognition
Collins, K.; Tessler, Holly; Harrigan, K.; Dixon, M.; Fugelsang, J.Sound in Electronic Gambling Machines: A Review of the Literature and its Relevance to Game SoundIn Mark Grimshaw (ed.); Game Sound Technology and Player Interaction: Concepts and Developments (Hershey; PA); 1-212011AStelevision; sound; arcade; film; environment; physiology; advertising; casino; EGMs; electronic gambling machines; gambling
Collins, KarenIntroductionFrom Pac-Man to Pop Music: Interactive Audio in Games and New Media Edited by Collins, Karen, Aldershot Burlington, VT Routledge2008AC
Collins, KarenGame Sound: An Introduction to the History, Theory, and Practice of Video Game Music and Sound DesignCambridge, Mass The MIT Press2008BMcomposition; dynamic music; aesthetics; technology; history; console hardware
Collins, KarenGrand Theft Audio? Popular Music and Intellectual Property in Video GamesMusic and the Moving Image, 1 35-482008APhttps://scholarlypublishingcollective.org/uip/mmi/article/1/1/35/215750/Grand-Theft-Audio-Popular-Music-and-Intellectualhistory; licensing; popular music
Collins, KarenIn the Loop: Creativity and Constraint in 8-bit Video Game AudioTwentieth-Century Music, 4 209-2272007APhttps://www.cambridge.org/core/product/identifier/S1478572208000510/type/journal_articlecomposition; 8-bit; technology; history; console hardware
Collins, KarenDesert Island Diskettes: A Journey through Video Game Sound HistoryG|A|M|E Games as Art, Media, Entertainment, 2 2017APhttps://www.gamejournal.it/?p=3205history; Beep; playlist
Collins, KarenGame Sound: ReverberationsJournal of Sound and Music in Games, 1 100-1022020APhttps://online.ucpress.edu/jsmg/article/1/1/100/2324/Game-SoundReverberationsindustry; music; history; emergence; game sound; scholarship
Collins, KarenA History of Handheld and Mobile Video Game SoundThe Oxford Handbook of Mobile Music Studies, Volume 2 Edited by Gopinath, Sumanth; Stanyek, Jason, 2014AChttps://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199913657.001.0001/oxfordhb-9780199913657-e-015handheld consoles; media convergence; mobile phones; sound chips; technological constraints
Collins, KarenBreaking the Fourth Wall? User-Generated Sonic Content in Virtual WorldsThe Oxford Handbook of Virtuality Edited by Grimshaw, Mark, 2014AChttps://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199826162.001.0001/oxfordhb-9780199826162-e-028immersion; magic circle; participation; fourth wall; multi-player; user-generated content
Collins, KarenImplications of InteractivityThe Oxford Handbook of New Audiovisual Aesthetics Edited by Richardson, John; Gorbman, Claudia; Vernallis, Carol, 2013AChttps://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199733866.001.0001/oxfordhb-9780199733866-e-011interactivity; feedback; new media; control mechanisms; digital aesthetics; sound production
Collins, KarenGame Sound in the Mechanical Arcades: An Audio ArchaeologyGame Studies, 16 2016APhttp://gamestudies.org/1601/articles/collinssound; history; audio; archaeology; recording; mechanical; Victorian
Collins, KarenAn Introduction to Procedural Music in Video GamesContemporary Music Review, 28 5-152009APcomposition; dynamic music; procedural audio; technology
Collins, KarenAn Introduction to the Participatory and Non‐Linear Aspects of Video Games Audio.Essays on Sound and Vision Edited by Hawkins, Stan; Richardson, John, Helsinki University Press 2007ACcomposition; dynamic music; immersion; Legend of Zelda; diegesis; transitions; functions; Grim Fandango
Collins, KarenVideo Games Killed the Cinema Star: It's Time for a Change in Studies of Music and the Moving ImageMusic, Sound, and the Moving Image, 1 15-192007APhttps://muse.jhu.edu/article/268995influence; video game music studies
Collins, KarenFlat Twos and the Musical Aesthetic of the Atari VCSPopular Musicology Online, 1 2006APcomposition; 8-bit; aesthetics; technology; chip music; console hardware; Atari VCS
Collins, Karen"Loops and bloops" - Music of the Commodore 64 gamesSoundscape: Journal of Media Culture, 8 2006APhttps://www.icce.rug.nl/~soundscapes/VOLUME08/Loops_and_bloops.shtmlcomposition; dynamic music; 8-bit; aesthetics; technology; Commodore 64; console hardware
Collins, KarenFrom Bits to Hits: Video Games Music Changes its TuneFilm International, 3 2005APcomposition; music games; dynamic music; technology; history; console hardware
Collins, Karen; Ashby, S; Bush, T; Daoust, J; Duveau, N; Lewis, J; Robinson, C; White, T; Whitmore, GOvercoming Roadblocks in the Quest for Interactive Audio: Project Bar-B-Q Report Project Bar-B-Q report 20072007EAhttps://www.projectbarbq.com/bbq07/bbq07r6.htmdynamic music; technology; audio design
Collins, Karen; Dockwray, RuthDrive, Speed and Narrative in the Soundscapes of Racing GamesIn Miguel Mera; Ronald Sadoff; and Ben Winters (eds); The Routledge Companion to Screen Music and Sound (New York: Routledge); 400-4112017AChttps://chesterrep.openrepository.com/handle/10034/605882narration; authenticity; aesthetics; realism; cars; Forza; Gran Turismo; Need for Speed; recording
Collins, KC; Kapralos, BillAuditory Reality and Virtuality: Is Space the Final Audio Frontier for Games?The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.51perception; realism; spatial audio; hyporealism; HRTF; locatlization; artistic sound design
Collyer, RachelAttitudes to Representations of Medieval Music in Role-Playing Computer GamesJournal of Sound and Music in Games, 4 449272023APhttps://doi.org/10.1525/jsmg.2023.4.2.1survey; role-playing games; RPGs; history; representation; medievalism; attitudes
Cook, JamesPlaying with the Past in the Imagined Middle Ages: Music and Soundscape in Video GameSounding Out! (blog)2016https://soundstudiesblog.com/2016/10/03/playing-with-the-past-in-the-imagined-middle-ages-music-and-soundscape-in-video-game/fantasy; early music; high fantasy; Medievalism; representations of the past; social structure; sonic
Cook, JamesGame Music and HistoryThe Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 343-3582021AChttps://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/game-music-and-history/CD1CC0DD65067DA15D041790CA3226CCintermediality; historiography; Medievalism; The Witcher; Baroque; Celtic; Civilization; Machaut; Medieval; Renaissance
Cook, JamesSonic Medievalism, World Building, and Cultural Identity in Fantasy Video GamesStudies in Medievalism XXIX: Politics and Medievalism (Studies) Edited by Fugelso, Karl, Boydell & Brewer 217-2382020AChttps://www.cambridge.org/core/books/studies-in-medievalism-xxix/sonic-medievalism-world-building-and-cultural-identity-in-fantasy-video-games/3824E93FBC5D5601E209542700E6A735geography; history; fantasy; medieval; middle ages
Cook, JamesUnreal Performances: Playing in Games/Playing with GamesThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.6concerts; liveness; Second Life; Fortnite; Gorillaz; Hatsune Miku; metalepsis
Cook, JamesKingdom Come: Deliverance and the Aesthetics of AuthenticityJournal of Sound and Music in Games, 52024APhttps://doi.org/10.1525/jsmg.2024.5.2.23role-playing game; RPG; authenticity; history; historical; fantasy; Medievalism
Cook, KarenBeyond the Grave: The “Dies Irae” in Video Game MusicSounding Out! (blog)2017https://soundstudiesblog.com/2017/12/18/beyond-the-grave-the-dies-irae-in-video-game-music/medievalism; chant; dies irae
Cook, KarenHearing the Renaissance in Video GamesLecture Series, "Innovations in Storytelling", 20242024APhttps://digitalcommons.uri.edu/cfh-lectures-2024/6medievalism; rennaissance; baroque; history; authenticity; symbolism
Cook, Karen M.Gaming the Medievalist World in Harry PotterThe Oxford Handbook of Music and Medievalism Edited by Meyer, Stephen C; Yri, Kirsten, 2020AChttps://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780190658441.001.0001/oxfordhb-9780190658441-e-45video games; timbre; Chamber of Secrets; Harry Potter; interactive play; Sorcerer’s Stone
Cook, Karen M.Canon Anxiety?Journal of Sound and Music in Games, 1 95-992020APhttps://online.ucpress.edu/jsmg/article/1/1/95/2335/Canon-Anxietydiversity; authority; canon formation; historiography
Cook, Karen M.Medievalism and emotions in video game musicpostmedieval, 10 482-4972019APhttps://doi.org/10.1057/s41280-019-00141-zemotion; gothic; history; voice; historical; bell; medievalism; organ; supernatural; textless; wordless
Cook, Karen M.Intro to Video Game MusicTeaching the Game (Volume 1) Edited by Ferdig, Richard E; Baumgartner, Emily; Gandolfi, Enrico, ETC Press 2021ACeducation; learning; teaching; pedagogy; course; curriculum; Syllabus
Cook, Karen M.“The Things I Do for Lust …”: Humor and Subversion in The Bard’s TaleMusic in the Role-Playing Game Edited by Gibbons, William; Reale, Steven, Routledge 2019ACparody; identity; genre; voice; cutscenes; song; medievalism; celtic; folk; Scotland
Cook, Karen M.Music, History, and Progress in Sid Meier’s Civilization IVMusic In Video Games: Studying Play Edited by Donnelly, K. J.; Gibbons, William; Lerner, Neil, Routledge 2014ACCivilization IV; classical music; music history
Cook, Karen M.Beyond (the) Halo: Chant in Video GamesStudies in Medievalism XXVII: Authenticity, Medievalism, Music Edited by Fugelso, Karl, Boydell & Brewer 183-2002018AChttps://www.cambridge.org/core/books/studies-in-medievalism-xxvii/beyond-the-halo-chant-in-video-games/2BE3932F319418100CDAC95EAD4C7681medievalism; chant; halo; plainchant
Cook, Karen M.Xandir P. Wifflebottom, Video Game … Hero?The Intersection of Animation, Video Games, and Music Edited by Plank, Dana; Scoggin, Lisa, New York Routledge 79-912023ACparody; gender; Zelda; television; The Legend of Zelda; earcon; sexuality; comedy; humour
Cook, Karen M.Medieval sounds, sounding medievalPlaying the Middle Ages: Pitfalls and Potential in Modern Games Edited by Houghton, Robert, London Bloomsbury Academic 75-882023ACtropes; gender; race; history; voice; medievalism; organ; chant; choir; stereotypes; bells
Cook, Karen M.8-Bit Affordances: Jun Chikuma’s Soundtrack to FaxanaduMusic Theory Online, 29 2023APhttps://mtosmt.org/issues/mto.23.29.3/mto.23.29.3.cook.htmlform; 8-bit; sound effects; Nintendo; loops; affordances; coding; Faxanadu; Jun Chikuma; timbral effects
Cook, Karen M.Assassin’s Creed: Ezio TrilogyThe Museum of Renaissance Music: A History in 100 Exhibits Edited by Shephard, Tim; Borghetti, Vincenzo, Turnhout Brepols 439-4422023ACpast; chronology; history; lute; fifteenth-century; minstrels
Cook, Karen M.Playing with Fire (and Other Natural Disasters): The Sounds of Climate Change in Sid Meier's Civilization VI: Gathering StormMusic and the Moving Image, 16 43-582023APhttps://dx.doi.org/10.5406/19407610.16.3.04acoustic ecology; environment; silence; Civilization; climate action; strategy game
Cook, Karen M.Hearing the Renaissance in Video GamesThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.40medievalism; Baroque; Renaissance; Middle Ages; symbolism
Cook, Karen M.Stephanie Economou. Assassin's Creed Valhalla: Dawn of Ragnarok. Ubisoft Music, 2022Journal of the Society for American Music, 182024APhttps://www.cambridge.org/core/journals/journal-of-the-society-for-american-music/article/abs/stephanie-economou-assassins-creed-valhalla-dawn-of-ragnarok-ubisoft-music-2022/39428D66083AE6C75CC935D77DE72822mixing; diegesis; recording; Grammy awards
Costello, Brigid MaryThe Rhythm of Game Interactions: Player Experience and Rhythm in Minecraft and Don’t StarveGames and Culture, 13 807-8242018APhttps://doi.org/10.1177/1555412016646668rhythm; game design; interaction design; gameplay; player experience; Don’t Starve; game feel; game rhythms; Minecraft; rhythmic experience
Costello, Brigid MaryRhythmic Entrainment in GamesSerious Games Edited by Marsh, Tim; Ma, Minhua; Oliveira, Manuel Fradinho; Baalsrud Hauge, Jannicke; Göbel, Stefan, Cham Springer International Publishing 220-2302016ASentrainment; rhythm games; serious games
Courcelle, KevinTechniques d'écriture musicale dans le J-RPG Exemples de Final Fantasy VII et Final Fantasy VIII Université de Paris-Est Marne-La-Vallée2015D, Master'shttps://ffmusic.files.wordpress.com/2019/02/courcelle-kevin-technique-dc3a9criture-jrpg-2.pdfNobuo Uematsu; FInal Fantasy VII; Final Fantasy VIII; Musical analysis
Courcelle, KevinApproches narratologiques de la musique des jeux de rôles japonais Final Fantasy Université Gustave Eiffel2022D, Doctoralhttps://theses.hal.science/tel-04068655Final Fantasy; Nobuo Uematsu; Game studies; Narratology
Courcelle, KevinWhere Are the Ancients? The Place of the “Voices of the Lifestream” in Final Fantasy VIIJournal of Sound and Music in Games, 4 54-702023APhttps://doi.org/10.1525/jsmg.2023.4.4.54narrative; leitmotif; synthesis; voice; music analysis; semantics; Lifestream; vocality
Covarrubias Acosta, SabinaPour une écriture multimédia dans la composition musicale Université de Paris 82016D, Doctoralhttps://hal.archives-ouvertes.fr/tel-01664506ethnomusicology; multimedia; contemporary music; music notation; oral tradition
Crathorne, PieterVideo game genres and their musicUniversity of Stellenbosch2010D, Master'shttps://www.semanticscholar.org/paper/Video-game-genres-and-their-music-Crathorne/e92982c0147629dc8b0a8e99387418c01085d8dbgenre; film music; music theory; art music
Cunningham, Stuart; Grout, Vic; Picking, RichardEmotion, Content, and Context in Sound and MusicGame Sound Technology and Player Interaction: Concepts and Developments Edited by Grimshaw, Mark, IGI Global 235-2632011AChttps://www.igi-global.com/chapter/emotion-content-context-sound-music/www.igi-global.com/chapter/emotion-content-context-sound-music/46795emotion; meaning; context; information; content analysis; processing; purpose; Sound artefacts
Cury, Mónica MoreiraLa música de los videojuegos: modalidades de uso y su relación con el imaginario social. Un estudio sobre la banda sonora del juego "Final Fantasy VI".University of Chile2005D, Master'sFinal Fantasy VII; function; film music; social implications
Custodis, MichaelPlaying with Music – Featuring Sound in GamesMusic and Game: Perspectives on a Popular Alliance 2013ACplay; concerts; listening; history; genre; reality; mechanisation
Cutajar, SimonAutomatic Generation of Dynamic Musical Transitions in Computer Games The Open University2020D, Doctoralhttp://oro.open.ac.uk/69192/algorithmic music; composition; generative music; modularity; survey
D’Errico, MichaelWorlds of Sound: Indie Games, Proceduralism, and the Aesthetics of EmergenceMusic, Sound, and the Moving Image, 9 191-2062015APhttps://www.academia.edu/16786750/Worlds_of_Sound_Indie_Games_Proceduralism_and_the_Aesthetics_of_Emergencegenerative music; sound design; indie; Proteus; Fract OSC; procedural music
D'Errico, MikeHow To Reformat The Planet: Technostalgia And The “Live” Performance Of ChipmusicJournal on the Art of Record Production, 62012APhttps://www.arpjournal.com/asarpwp/how-to-reformat-the-planet-technostalgia-and-the-%E2%80%9Clive%E2%80%9D-performance-of-chipmusic/chiptune; Game Boy; ethnography; Bitshifter; tracker interfaces
d'Escriván, JulioElectronic music and the moving imageThe Cambridge Companion to Electronic Music Edited by d'Escrivan, Julio; Collins, Nick, Cambridge Cambridge University Press 156-1702007AChttps://www.cambridge.org/core/books/cambridge-companion-to-electronic-music/electronic-music-and-the-moving-image/B58044C9BC27603E48CDC98797421044composition; audio design; film music; television music; electronic music
d’Escriván, Julio; Collins, NickMusical Goals, Graphical Lure and Narrative Drive: VisualAudio in GamesJournal of Visual Culture, 10 238-2462011APhttps://doi.org/10.1177/1470412911402896music games; learning; audiovisual; education interactivity; rewards; skills
Dahan, JulienLa musique de jeux vidéo comme objet d'étude en classe de collège Éditions universitaires européennes2016BMmotivation; music education; teenage students
Davies, John J.; Hemingway, Timothy J.Guitar hero or zero? Fantasy, self-esteem, and deficient self-regulation in rhythm-based music video gamesJournal of Media Psychology: Theories, Methods, and Applications, 26 189-2012014APpsychology; rhythm games; fantasy; deficient self-regulation; habit; self-esteem
De Castro, Daniel; Newman, MikeQuality Video Game Music Scores, Considering the Standards Set, and Personal ReflectionsVGMusic 2007ERhttps://www.vgmusic.com/information/vgpaper3.htmlcomposition; concerts; aesthetics; music education
Deaville, JamesSelling Play through Music and Sound: Audiovisual Promotion for Early Consoles, Home Computers, and Games to 1983The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.36Atari; advertising; audiovisual promotional material; commerical soundtracks; Magnavox Odyssey; early game consoles
Délécraz, CyrilScoring the Original Soundtrack of an Escape Room: Electronic Dance Music Influences in Nobody – Vis et ressensJournal of Sound and Music in Games, 4 26-712023APhttps://doi.org/10.1525/jsmg.2023.4.1.26creative process; retrofuturism; interactive music; EDM; electronic dance music; automatization; escape room
Demers, JoannaDancing Machines: 'Dance Dance Revolution', Cybernetic Dance, and Musical TastePopular Music, 25 401-4142006APhttps://www.jstor.org/stable/3877663music games; popular music; Dance Dance Revolution; dance; society; subcultures
Denis, GuillameJeux video´ educatifs et motivation: application a l’enseignement du jazzEcole Nationale Supérieure des Mines2006D, Doctoralhttps://www.cri.ensmp.fr/classement/doc/A-382.pdfjazz; educational games; motivation theory; Pads'n'Swing; psychology of learning
Denis, Guillaume; Jouvelot, PierreMotivation-driven educational game design: Applying best practices to music educationACE '05: Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology2005AShttps://doi.org/10.1145/1178477.1178581education; motivation; learning; educational games; fun; applied computing; performing arts
DeRoss, AdamSonic Rhetoric and Meaning Making in Video Game Sound Design United States -- Florida Nova Southeastern University2020D, Master'shttps://www.proquest.com/docview/2440977488/abstract/F432209D51084456PQ/2Ludomusicology; Immersion; Dynamic Sound; Performativity; Sonic Rhetoric
Deutsch, StephenMusic for Interactive Moving PicturesSoundscape: The School of Sound Lectures 1998-2001 Edited by Sider, Larry; Freeman, Diane; Sider, Jerry, London Wallflower Press 28-342003AChistory; film music; transitions; electronic music
Diaz-Gasca, SebastianMusic Beyond Gameplay: Motivators in the Consumption of Videogame Soundtracks Queensland Conservatorium of Music, Griffith University2013D, Undergraduatehttps://www.academia.edu/38012287/Music_Beyond_Gameplay_Motivators_in_the_Consumption_of_Videogame_Soundtracksnarrative; nostalgia; themes; fandom; marketing; soundtrack; associations; consumption; sociocultural
Diaz-Gasca, SebastianSuper Smash Covers! Performance and audience engagement in Australian videogame music cover bandsPerfect Beat, 19 51-672018APhttps://journal.equinoxpub.com/PB/article/view/16196performance; fan studies; Australian cover bands; Boss Fight; The Consouls
Diaz-Gasca, SebastianAnd the Music Keeps on Playing: Nostalgia in Paraludical Videogame Music ConsumptionNostalgia and Videogame Music Edited by Aksoy, Can; Pozderac-Chenevey, Sarah; Rone, Vincent, Bristol Intellect 46-662022ACsemiotics; concerts; marketing; padaludical consumption; value
Dibben, NicolaVisualizing the App Album with Björk’s BiophiliaThe Oxford Handbook of Sound and Image in Digital Media Edited by Vernallis, Carol; Herzog, Amy; Richardson, John, Oxford University Press 681-7042013AChttp://oxfordhandbooks.com/view/10.1093/oxfordhb/9780199757640.001.0001/oxfordhb-9780199757640-e-012interactivity; Biophilia; multisensory; Björk; music album; music app
Dieringer, JoshuaVideo Game Music in LibrariesJournal of Sound and Music in Games, 52024APhttps://doi.org/10.1525/jsmg.2024.5.1.83cataloguing; collection; curation; library; preservation; publication
Dittbrenner, NilsSoundchip-Musik: Computer- und Videospielmusik von 1977–1994 Osnabrück epOS-Verlag2007BMcomposition; dynamic music; 8-bit; technology; history; chip music; console hardware
Dockwray, Ruth; Collins, KarenA Symphony of Sound: Surround Sound in Formula One Racing Games In Paul Théberge; Kyle Devine; Tom Everett (eds.); Living Stereo: Histories and Cultures of Multichannel Sound; New York; London: Bloomsbury2015AChttps://chesterrep.openrepository.com/handle/10034/605894sound effects; racing game; surround sound; Formula One; Low Frequency Effects
Dolphin, AndrewDefining Sound ToysThe Oxford Handbook of Interactive Audio Edited by Collins, Karen; Kapralos, Bill; Tessler, Holly, 2014AChttps://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199797226.001.0001/oxfordhb-9780199797226-e-003spectromorphology; instruments; generative systems; open work; sound toys
Donahue, Chris; Mao, Huanru Henry; McAuley, JulianThe NES Music Database: A multi-instrumental dataset with expressive performance attributes19th International Society for Music Information Retrieval Conference; Paris; France; 2018.2018EAhttp://arxiv.org/abs/1806.04278composition; performance; emulation; Nintendo; synthesizer; expression; formats
Donnelly, K. J.Emotional Sound Effects and Metal Machine Music: Soundworlds in Silent Hill Games and FilmsThe Palgrave Handbook of Sound Design and Music in Screen Media: Integrated Soundtracks Edited by Greene, Liz; Kulezic-Wilson, Danijela, London Palgrave Macmillan UK 73-882016AChttps://doi.org/10.1057/978-1-137-51680-0_6Silent Hill; film; adaptations; unified soundtracks
Donnelly, K. J.The Triple Lock of SynchronizationThe Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 94-1092021AChttps://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/triple-lock-of-synchronization/85A734ABD5FC367E1E6B9CA2D1E74130immersion; Dead Space; synchresis; Gestalt psychology; Quake
Donnelly, K. J.Lawn of the Dead: The Indifference of Musical Destiny in Plants vs. ZombiesMusic In Video Games Edited by Donnelly, K. J.; Gibbons, William; Lerner, Neil, Routledge 2014ACdynamic music; horror games; anempathetic music; Plants vs. Zombies
Donnelly, K. J.; Gibbons, William; Lerner, NeilTranscribing Musical Worlds; or, Is L.A. Noire a Music Game?Music in Video Games Routledge2014AC
Doucet, JeanneLe timbre comme élément signifiant dans la musique de jeu vidéo : le cas de World of Warcraft de Blizzard EntertainmentUniversité de Montréal2017D, Master'shttps://papyrus.bib.umontreal.ca/xmlui/handle/1866/19205musical meaning; psychoacoustic; timbre; World of Warcraft
Douglas, J. Yellowlees; Hargadon, AndrewThe pleasures of immersion and engagement: schemas, scripts and the fifth businessDigital Creativity, 12 153-1662001APhttps://www.tandfonline.com/doi/full/10.1076/digc.12.3.153.3231immersion; aesthetics; engagement; flow; navigation; interface design; schema theory
Douglass, Jason Cody; Denison, RaynaLooking Forward, Turning Back: Ni no Kuni as a Renegotiation of the Animēshon ConceptThe Intersection of Animation, Video Games, and Music Edited by Plank, Dana; Scoggin, Lisa, New York Routledge 188-2012023ACnostalgia; worldbuilding; JRPG; media mix; OST; animēshon; Level-5; Studio Ghibli; isekai; remaster; print media; gaming platform
Dozal, Mario A.Consumerism Hero: The "Selling Out" of Guitar Hero and Rock BandMusic Video Games: Performance; Politics; and Play Edited by Austin, Michael, London Bloomsbury 2016ACGuitar Hero; Rock Band; authenticity; rock; political economy; rhythm game; commodification; conspicuous consumption
Drescher, PeterCould ringtones be more annoying? 1In Karen Collins (ed.) From Pac-Man to Pop Music: Interactive Audio in Games and New Media (Farnham: Ashgate); 47-542008ACtechnology; customization; future; MP3; sonic quality; transfer
Driscoll, Kevin; Diaz, JoshuaEndless loop: A brief history of chiptunesTransformative Works and Cultures, 2 2009APhttps://journal.transformativeworks.org/index.php/twc/article/view/968-bit; participatory culture; sampling; demo scene
Droumeva, MilenaAn acoustic communication framework for game sound: Fidelity, verisimilitude, ecology In Mark Grimshaw (ed.); Game Sound Technology and Player Interaction: Concepts and Developments (Hershey; PA); 131-1522010ACculture; soundscapes; ecology; communication; acoustic communities; acoustic realism; attentional stances; Fidelity; listening modes; patterns of listening; verisimilitude
Duby, MarcOf Guitar Heroes and Rocksmiths: Guitars, Games, and Affordance TheoryThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.44guitar; ecological psychology; musicality; affordance theory; electric guitar
Dupas, François-XavierComposer à l'image : style, production et interactivité Université de Montréal2017D, Doctoralhttps://papyrus.bib.umontreal.ca/xmlui/handle/1866/19570composition; interactivity; integration; generativity; momentum; multimedia; picture
Duysburgh, PIeter; Slegers, Karin; Mouws, Karen; Nouwen, MarijePlayful Sounds From The Classroom: What Can Designers of Digital Music Games Learn From Formal Educators?Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems New York, NY, USA Association for Computing Machinery2015AShttps://dl.acm.org/doi/10.1145/2702613.2732832music education; interviews; design inspiration; digital music games; observation; stimulated recall
Dwyer, LyneSex and the City: A Sonic Analysis of Sex Work and Socioeconomic Class in Watch Dogs 2Game Studies, 22 2022APhttp://gamestudies.org/2202/articles/gap_dwyer?fbclid=IwAR0MmCM7q_8s2CJV4714im0tB2HmuQb0ukHwUhFV-tzO1efRmuhWUR_fuQYsoundscape; sound studies; class; sex work; socioeconomic class; soundwalking; Watch Dogs
Egozy, EranApproaches to Musical Expression in Harmonix Video GamesMathemusical Conversations, edited by Jordan Smith, Elaine Chew and Gérard Assayag, World Scientific 20-362016AChttp://www.worldscientific.com/doi/abs/10.1142/9789813140103_0002
Ekman, IngerA Cognitive Approach to the Emotional Function of Game SoundThe Oxford Handbook of Interactive Audio Edited by Collins, Karen; Kapralos, Bill; Tessler, Holly, 2014AChttps://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199797226.001.0001/oxfordhb-9780199797226-e-012narrative; emotion; embodied cognition; affect; nonmusical sound
Ekman, Inger; Lankoski, PetriHair-Raising Entertainment: Emotions, Sound, and Structure in Silent Hill 2 and Fatal FrameIn Bernard Perron (ed); Horror Video Games: Essays on the Fusion of Fear and Play (Jefferson; NC: McFarland & Co); 181-199.2009ACemotion; perception; Fatal Frame; Silent Hill 2; threat
Elkins, AlanPenultimate Fantasies: Compositional Precedents in Uematsu's Early WorksThe Music of Nobuo Uematsu in the Final Fantasy Series Edited by Anatone, Richard, Bristol Intellect 181-2052022ACformal analysis; Home computing; King's Knight Special; looping; role-playing games; RPGs; Square
Ellis, JamesOn the Trail of a Nostalgic Adventure: Identifying and Analyzing the Nostalgic Potential of Video Game Music in the Context of the Pokémon FranchiseJournal of Sound and Music in Games, 3 77-1142022APhttps://doi.org/10.1525/jsmg.2022.3.2-3.77RPGs; franchise; analysis; childhood brand nostalgia; gesture; Pokemon
Enns, MackGame Scoring: Towards a Broader TheoryThe University of Western Ontario (Canada)2015D, Master'shttps://www.proquest.com/docview/2700377426/abstract/C34DAA9A5E664CF1PQ/1Musicology; Aesthetics; Computer science; Software; Acoustics; Altitude; Collaboration; Computer & video games; Design; Interactive media; Music; Names; Sound
Enns, MackBecoming Official: DJing, Celeste, and Advanced Audio Modding for Non-ProgrammersJournal of Sound and Music in Games, 4 46-692023APhttps://doi.org/10.1525/jsmg.2023.4.2.46game audio modding; DJing; game scoring; audio programming
Erbe, MarcusReview: Performing Bytes: Musikperformances der Computerspielkultur, by Melanie FritschJournal of Sound and Music in Games, 1 68-702020APhttps://online.ucpress.edu/jsmg/article/1/3/68/110664/Review-Performing-Bytes-Musikperformances-derludomusicology; music games; performativity; musicking; gameplay; embodiment; Melanie Fritsch; performances of game music; Performing Bytes; theatre studies
Erbe, MarcusMundane Sounds in Miraculous Realms: An Auditory Analysis of Fantastical GamesMusic and Game: Perspectives on a Popular Alliance Edited by Moormann, Peter, Wiesbaden Springer Fachmedien 125-1462013AChttps://doi.org/10.1007/978-3-531-18913-0_7fantastical games; mundane
Escher, TobiasOf home keys and music style guides: Orchestral scores for Tolkien-based video gamesIn Music in Tolkien’s Work and Beyond, ed. Julian Eilmann and Friedhelm Schneidewind (Zürich: Walking Tree)2019ACadaptation; franchise; Lord of the Rings; style; worldbuilding
Evans, RichardAnalyzing and Designing Dynamic Music Systems for Games University of York2019D, Doctoralhttps://etheses.whiterose.ac.uk/27365/composition; modularity; adaptive music; dynamic music; Halo; Tomb Raider; Dark Souls; granularity
Ey, Mike; Pietruch, Joe; Schwartz, David I."Oh-No! Banjo": a case study in alternative game controllersFutureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology; pp.215-2182010ASinterface; music; instrument; banjo; controller
Eyles, Mark; Pinchbeck, DanPlayful AmbienceDiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play 2011AShttp://www.digra.org/wp-content/uploads/digital-library/11313.00260.pdfgamification; ambience; ambient music; Brian Eno; design research; phenomenology
Fadhila, Detri Hasna; Milyartini, Rita; Gunawan, IwanPersepsi Musik Pemain Rhythm Game Bang Dream! Girls Band PartySWARA - Jurnal Antologi Pendidikan Musik, 1 1-92021APhttps://ejournal.upi.edu/index.php/antomusik/article/view/32869music games; psychology; rhythm; Indonesia; music perception
Farmer, WillReview: Authenticity in the Music of Video Games, by Stephanie LindJournal of Sound and Music in Games, 52024APhttps://doi.org/10.1525/jsmg.2024.5.2.116authenticity; review; history; medievalism; Stephanie Lind
Farnell, AndyBehaviour, Structure and Causality in Procedural Audio1Game Sound Technology and Player Interaction: Concepts and Developments Edited by Grimshaw, Mark, IGI Global 313-3392011AChttps://www.igi-global.com/chapter/behaviour-structure-causality-procedural-audio1/www.igi-global.com/chapter/behaviour-structure-causality-procedural-audio1/46798interactivity; real-time; virtual world; commercial; computation; historical; philosophical; Procedural audio; sound synthesis; technological
Farnell, AndyAn introduction to procedural audio and its application in computer gamesSelf Published2007composition; perception; procedural audio; technology
Farrell, NatalieK. K. COVID-19: Temporality, Trauma, and the Animal Crossing: New Horizons SoundtrackJournal of Sound and Music in Games, 3 1-282022APhttps://doi.org/10.1525/jsmg.2022.3.4.1audience; reception; temporality; COVID-19; pandemic; Animal Crossing; trauma theory
Faure-Grise, FabriceAméliorer l’UX des jeux mobiles en réalité augmentée : recommandations pour la modélisation du son École Normale Supérieure de Lyon (ENSL)2018D, https://drive.google.com/file/d/120hmP8eN1F_GtmISfJsILJfBHu7hm-Z3/view?usp=sharing&usp=embed_facebookmobile games; augmented reality; UX design
Fay, ToddDirectX 9 Audio Exposed: Interactive Audio Development Plano, Tex Wordware Publishing Inc.2003BMcomposition; technology; audio design; middleware; DirectMusic
Ferguson, BrentMusic Theory Examples in Video Game MusicJournal of Music Theory Pedagogy, 342020APhttps://digitalcollections.lipscomb.edu/jmtp/vol34/iss1/12education; music theory; pedagogy; teaching; transcription
Ferguson, BrentWho on Earth Is Carmen Sandiego?: Two Case Studies in Aural IdentityThe Intersection of Animation, Video Games, and Music Edited by Plank, Dana; Scoggin, Lisa; Laws-Nicola, T.J., New York Routledge 92-1032023ACexoticism; Mozart; feminism; gaze
Ferguson, Brent; Laws-Nicola, T.J.Playing Music Vidoes: Three Case Studies of Interaction Between Performing Videogames and Remembering Music VideosNostalgia and Videogame Music Edited by Aksoy, Can; Pozderac-Chenevey, Sarah; Rone, Vincent, Bristol Intellect 186-2052022ACmusic games; idol; karaoke; Omega Quintet; rhythm games; Rhythm Heaven; Yakuza
Fernández-Cortés, Juan PabloLudomusicology: Normalizing the Study of Video Game MusicJournal of Sound and Music in Games, 2 13-352021APhttps://doi.org/10.1525/jsmg.2021.2.4.13ludomusicology; interactivity; immersion; Video games; performativity; sound; diegesis; game musical literacy
Fernandez, SabinoCollection Development and Acquisitions of Video Game Music at the University of North TexasJournal of Sound and Music in Games, 52024APhttps://doi.org/10.1525/jsmg.2024.5.2.112audio; books; acquisitions; collection development; library; music library; recordings; scores
Ferrandino, MatthewChiptunes to Cartoons: Video Game Aesthetics in the Plot and Sound World of Adventure Time!The Intersection of Animation, Video Games, and Music Edited by Plank, Dana; Scoggin, Lisa, New York Routledge 163-1742023ACnarrative; nostalgia; Game Boy; timbre; chiptunes
Ferreira, Emmanoel; Filho, Jorge CardosoPlaying (with) the Music: Jogo e Apropriação na Cena Musical ChiptuneJournal of Digital Media & Interaction, 2 2019APhttps://proa.ua.pt/index.php/jdmi/article/view/8037ludomusicology; interactivity; immersion; Video games; performativity; sound; diegesis; game musical literacy
Ferreira, Lucas; Whitehead, JimMTG: Context-Based Music Composition for Tabletop Role-Playing GamesProceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 13 286-2882017APhttps://ojs.aaai.org/index.php/AIIDE/article/view/12914algorithmic music composition; narratives; natural language processing; tabletop role-playing games
Fleshner, NathanPitching the Rhythm: Music Games for the iPadMusic Video Games: Performance; Politics; and Play Edited by Austin, Michael, London Bloomsbury 2016ACcomposition; music games; rhythm; music theory; Soundrop; Groove Coaster; iPad; Tone Sphere
Foison, FabriceLa narrativité musicale dans Final Fantasy VII Paris CRR de Paris2013D, Master'sFinal Fantasy; Nobuo Uematsu; narrativity
Fournier, NicolasL'interaction sonore dans le jeu vidéo Paris Ecole nationale supérieure Louis Lumière2011D, Master's
Franco-Rogelio, ChristopheLe Roi est nu! La musique au sein des jeux vidéo à monde ouvertUniversité d'Aix-Marseille2018D, Master'sinteractive music; game design; gameplay; adaptative music; integration; narrative environment; open world
Franklin, Janice L.Video Game Audio : Music?AAA TAC : Acoustical Arts and Artifacts : Technology, Aesthetics, Communication, 1 1000-10122004APhttps://www.torrossa.com/en/resources/an/2241391perception; dymamic music; interviews; journalism; reviews
Freitas, JoanaA (Silent) Game of Words: Notes on Jeremy Soule’s Accusations and the Elder Scrolls Online CommunityJournal of Sound and Music in Games, 3 50-592022APhttps://doi.org/10.1525/jsmg.2022.3.1.50fandom; engagement; online communities; Jeremy Soule; sexism
Freitas, JoanaKill the Orchestra: On Music, Mods, and Immersion in The Elder Scrolls on the Nexus Mods PlatformJournal of Sound and Music in Games, 2 22-412021APimmersion; realism; soundtrack; fans; cybercommunities; mods; playbour
Freitas, JoanaFrom epic fail to epic music: music, silence and failure on 'Dark Souls 3'Journal of Sound, Silence, Image and Technology, 3 55-742020APhttp://jossit.tecnocampus.cat/index.php/jossit/article/view/24Soundscapes; Dark Souls; Epic; Failure; Transdiegetic
Friberg, Johnny; Gärdenfors, DanAudio Games: new perspectives on game audioProceedings of the 2004 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology 2004ASperception; game design; audio design; audio games; Mudsplat; Tim's Journey; X-tune
Fritsch, MelanieLive Performance Games? – Musikalische Bewegung sehen, hören und spielen.Bewegungen zwischen Hören und Sehen: Denkbewegungen über Bewegungskünste Edited by Schroedter, Stephanie, Würzburg Königshausen & Neumann 609-6242012AChttps://www.academia.edu/1969851/_Live_Performance_Games_Musikalische_Bewegung_sehen_h%C3%B6ren_und_spielen_
Fritsch, MelanieHistory of Video Game MusicMusic and Game: Perspectives on a Popular Alliance Edited by Moormann, Peter, Wiesbaden Springer Fachmedien 149162013AChttps://doi.org/10.1007/978-3-531-18913-0_1Rock Band; Sound Effect; Background Music; Musical Instrument Digital Interface; Video Game Industry
Fritsch, MelaniePerforming Bytes: Musikperformances der Computerspielkultur Würzburg Königshausen & Neumann2018BMludomusicology; performance; Nobuo Uematsu; performativity; history; theory; chip music; fan studies; Final Fantasy VI; GameFilk; Geemu Ongaku; Japan; Koji Kondo; Super Mario Bros; Tetsuya Mizuguchi
Fritsch, MelanieMusik und Computerspiele, oder: Wie das »Ludo-« in die Musikologie kamChristoph Hust (ed.): Digitale Spiele Interdisziplinäre Perspektiven zu Diskursfeldern, Inszenierung und Musik, Bielefeld 2018, pp. 385-396, 2018APhttps://www.academia.edu/34915129/Musik_und_Computerspiele_oder_Wie_das_Ludo_in_die_Musikologie_kamperformance; overview; history; theory
Fritsch, MelanieMusikGame Studies Edited by Beil, Benjamin; Hensel, Thomas; Rauscher, Andreas, Wiesbaden Springer Fachmedien 87-1072018AChttps://doi.org/10.1007/978-3-658-13498-3_5composition; overview; history; introductoin; Left 4 Dead
Fritsch, MelanieWorlds of Music: Strategies for Creating Music-based Experiences in VideogamesThe Oxford Handbook of Interactive Audio Edited by Collins, Karen; Kapralos, Bill; Tessler, Holly, 2014AChttps://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199797226.001.0001/oxfordhb-9780199797226-e-010narrative; rhythm games; Vib-Ribbon; experience; virtual world; Brütal Legend; Eternal Sonata; gameplay pattern; gestalt theory
Fritsch, MelanieHeroines Unsung: The (Mostly) Untold Story of Female Japanese Game Music ComposersWomen's Music for the Screen Routledge2021ACchiptune; Japan; Junko Ozawa; geemu ongaku; Mieko Ishikawa
Fritsch, MelanieGame – Music – Performance: Introducing a Ludomusicological Theory and FrameworkThe Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 238-2622021AChttps://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/game-music-performance-introducing-a-ludomusicological-theory-and-framework/E1E4F5D6C66CB298BA87CBAF15E220E1Chipmusic; Ludomusicology; Performativity; Embodiment; Game feel; Gestalt theory; Literacy; Music as performance; Musicking
Fritsch, Melanie“It’s a me, Mario!” – Playing With Video Game MusicEquinox eBooks Publishing, 92-1152016APhttps://journals.equinoxpub.com/books/article/view/23906fandom; literacy; participatory culture; Super Mario Bros.: The 8-Bit Opera
Fritsch, MelanieBeat it!--Playing the "King of Pop" in Video GamesMusic Video Games: Performance; Politics; and Play Edited by Austin, Michael, London Bloomsbury 2016ACMichael Jackson; Michael Jackson's Moonwalker; performance studies; stardom
Fritsch, MelanieEditorial 2011/2: Musik spielen - Computerspiele und MusikACT, 2 2011APhttps://www.act.uni-bayreuth.de/de/archiv/2011-02/01_editorial/index.htmlScott Pilgrim vs. the World; history; Civilization IV; Video Games Live; awards
Fritsch, MelaniePlayground Disco: Playing with Clubs and Aspects of Club Culture in Digital GamesThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.31space; disco; club; clubbing; ludic possibility; experiential opportunity
Fritsch, Melanie; Rietveld, Hillegonda C.Editorial Introduction: Synergies between Game Music and Electronic Dance Music in Cultural ContextJournal of Sound and Music in Games, 4 451392023APhttps://doi.org/10.1525/jsmg.2023.4.1.1chip music; sampling; EDM; electronic dance music; virtual clubs
Fritsch, Melanie; Summers, TimBeyond the Game: IntroductionThe Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 389-4232021AChttps://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/beyond-the-game/8B8E763F763E806FD7345655FA1D89D4education; concerts; fandom; franchise; participatory culture; adaptations; album; Haruomi Hosono; arrangements; Mario Paint; OST; soundtracks
Fritsch, Melanie; Summers, TimGame Music, Contexts and Identities: IntroductionThe Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 319-3882021AChttps://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/game-music-contexts-and-identities/347C17CA2B3BFD72633E9F9BB1CBB532geography; gender; race; identity; disability; classical music; folk music; class; medieval music; poltics
Fritsch, Melanie; Summers, TimRealities, Perception and Psychology: IntroductionThe Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 263-3182021AChttps://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/realities-perception-and-psychology/D008BF76E22E793BF4F1CB6195E6925Eworldbuilding; realism; virtuality; history; acoustic ecology; Immersion; kinesonic synchresis; physiology; gameworld; Landscape; presence
Fritsch, Melanie; Summers, TimAnalytical Approaches to Video Game Music: IntroductionThe Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 131-2622021AChttps://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/analytical-approaches-to-video-game-music/0FE35CBA1183C30C3EA02059534C4B0Amodularity; music games; play; thematic analysis; listening; film music; topic theory; harmonic analysis
Fritsch, Melanie; Summers, TimCreating and Programming Game Music: IntroductionThe Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 59-1302021AChttps://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/creating-and-programming-game-music/4B4D0373AF8AF719820B38C9C901AD79composition; adaptive music; dynamic music; production; implementation; interactive music; genre; loops; layers; programming
Fritsch, Melanie; Summers, TimChiptunes: IntroductionThe Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 213062021AChttps://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/chiptunes/BD0891D403839A9054CA9A9802EBE9E0chips; emulation; soundchip; preservation; demoscene; Chris Hülsbeck; hardware; homebrew; Programmable sound generators (PSG); Tomohiro Nishikado
Fritsch, Melanie; Summers, TimIntroductionThe Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 450172021AChttps://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/introduction/2D5C05A94C89547DB7355E177214D291chips; emulation; soundchip; preservation; demoscene; Chris Hülsbeck; hardware; homebrew; Programmable sound generators (PSG); Tomohiro Nishikado
Fullam, DonalThe Avant-Garde Roots of Video Game Music and Algorithmic CultureCinéma & Cie. Film and Media Studies Journal, 19 2019APhttps://riviste.unimi.it/index.php/cinemaetcie/article/view/16178modularity; avant-garde; capitalism; consumerism; democratic surround; Fred Turner
Furlong, CianComputer Game Music - A Multifunctional Medium University College Dublin2006Dcomposition; marketing; Super Mario Bros.; function; film music
Gallacher, SusanThe Sounds of Skyrim: A Musical Journey Through GamingThe Digital Evolution of Live Music Edited by Cresswell, Angela; Bennett, Rebecca Jane, Waltham, MA Chandos 99-1062015ACElder Scrolls; liveness; Skyrim
Gallagher, Rob“All the Other Players Want to Look at My Pad”: Grime, Gaming, and Digital IdentityG|A|M|E Games as Art, Media, Entertainment, 1 2017APhttps://www.gamejournal.it/?p=3150identity; gamer culture; Grime; masculinities; sampling
Galloway, KateDecolonizing Game Audio and Approaching Sound in Digital StorytellingSonic Identity at the Margins Edited by Love, Joanna; Fillerup, Jessie, New York Bloomsbury 113-1342022AChttps://www.bloomsburycollections.com/book/sonic-identity-at-the-margins/ch6-decolonizing-game-audio-and-approaching-sound-in-digital-storytelling?from=searchstorytelling; mobile games; Alaska; communities; cultural ownership; Elizabeth LaPensee; Honour Water; indigenization; indigenous culture; indigenous media; Invaders; Never Alone; repatriation
Galloway, KateRewind, revisit, relisten: Transport, spatial displacement and mixtape environments in Small Radios Big TelevisionsThe Soundtrack, 11 99-1182020APsoundscape; failure; analogue and digital technology; magnetic tape; materiality; mixtape; Small Radios Big Televisions
Galloway, KateSoundwalking and the Aurality of Stardew Valley: An Ethnography of Listening to and Interacting with Environmental Game AudioMusic in the Role-Playing Game: Heroes & Harmonies Edited by Gibbons, William; Reale, Steven, Routledge 2019ACperformance; immersion; listening; fidelity; environments; soundscape; ecology; reality; Andra McCartney; farming; Hildegard Westerkamp
Galloway, KateClimate Games, the Blue Humanities, and Listening to the Deep-Sea Ecosystems in Games in a Time of Ecological CrisisAMP: American Music Perspectives, 2 139-1572021APhttps://dx.doi.org/10.5325/ampamermusipers.2.2.0139sound design; game environments; ecomusicology; posthumanism; blue humanities
Galloway, KateSo You're Going on a “Short” Hike? Sensory Awareness and Listening to Ecoregions in A Short HikeMusic and the Moving Image, 16 24-422023APhttps://dx.doi.org/10.5406/19407610.16.3.03listening; place; soundscape; environment; ecology; nature; texture; region
Galloway, KateIntroduction: Listening to/with Game WorldsMusic and the Moving Image, 16 3-42023APhttps://doi.org/10.5406/19407610.16.3.01environment; introduction; Mario Kart; Listening
Galloway, KateIndigenous-Designed Pixels, Circuits, and Game Music and SoundThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.27history; culture; representation; language; indigenous; stereotype; re-presentation
Ganiti, Aikaterini; Politopoulos, Nikolaos; Tsiatsos, ThrasyvoulosThe Impact of Background Music on an Active Video GameIn Interactive Mobile Communication Technologies and Learning: Proceedings of the 11th IMCL Conference. Michael E. Auer; Thrasyvoulos Tsiatsos (eds.)2018ASemotions; background music; Kinect; Tennis Attack
Garner, Tom A.Sound, Extended Reality, and the Cinematic-Interactive DichotomyThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.37cinema; extended reality; XR; cinematic sound; integrative design; cinematic-interactive dichotomy
Garner, Tom A.A Functional Approach to the Psychology of Video Game SoundThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.22psychology; cognition; audio design; emergence; auditory perception; systems; sound function
Garner, Tom A.; Grimshaw, MarkSonic Virtuality: Understanding Audio in a Virtual WorldThe Oxford Handbook of Virtuality Edited by Grimshaw, Mark, 2014AChttps://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199826162.001.0001/oxfordhb-9780199826162-e-041virtuality; acoustic ecology; embodied cognition; imagination; reality
Gaudy, ThomasEtude et développements de jeux vidéo sonores accessibles aux personnes aveugles Conservatoire National des Arts et Métier2008D, Doctoralhttps://cedric.cnam.fr/fichiers/RC1584.pdfdirectives; earcones; grip; sound games; visual impairment
Genvo, Sébastien; Pignier, NicoleComprendre les fonctions ludiques du son dans les jeux vidéoCommunication. Information médias théories pratiques, 2011APhttps://journals.openedition.org/communication/1845semiotics; film theory; intermediality
Gersic, Thomas E.Playing and the Past: Toward a New Sound for GamesPlaying the Past: History and Nostalgia in Video Games Edited by Whalen, Zach; Taylor, Laurie N., Nashville Vanderbilt University Press 145-1632008ACgenerative music; sound design; Alfred Hitchcock; DAW; diegetic sound effects; Resident Evil 0
Ghazarian, Danielle ArmenThe tuning of the World...of Warcraft! : the immersive potential of videogame audio Carleton University2011D, Master'shttps://curve.carleton.ca/a804d41f-8e71-41f2-a050-4d03ac03b162immersion; MMORPG; environment; flow
Gibbons, WilliamUnlimited Replays: Video Games and Classical Music New York, NY Oxford University Press2018BMBioShock: Infinite; Chopin; Civilization IV; classical music
Gibbons, WilliamBlip, bloop, bach? Some uses of classical music on the nintendo entertainment systemMusic and the Moving Image, 2 40-522009APhttps://go.gale.com/ps/i.do?p=AONE&sw=w&issn=19407610&v=2.1&it=r&id=GALE%7CA219656763&sid=googleScholar&linkaccess=abscomposition; Handel; NES; classical music; Bach; Battle of Olympus; Captain Comic; Folk Tunes; imagery; Mozart; Pirates!; politics; pre-existing music; Tchaikovsky; Tetris
Gibbons, WilliamThe Problem with Players: A Response to Jonathan GodsallJournal of Sound and Music in Games, 1 116-1182020APhttps://online.ucpress.edu/jsmg/article/1/1/116/2327/The-Problem-with-PlayersA-Response-to-Jonathanborrowing; classical music; Unlimited Replays; William Gibbons; Jonathan Godsall; model reader; player experience
Gibbons, WilliamRewritable Memory: Concerts, Canons, and Game Music HistoryJournal of Sound and Music in Games, 1 75-812020APhttps://online.ucpress.edu/jsmg/article/1/1/75/2332/Rewritable-Memory-Concerts-Canons-and-Game-Musicnarrative; canon; concert; orchestra; Video Games Live
Gibbons, WilliamThe Sounds in the Machine: Hirokazu Tanaka’s Cybernetic Soundscape for MetroidThe Palgrave Handbook of Sound Design and Music in Screen Media: Integrated Soundtracks Edited by Greene, Liz; Kulezic-Wilson, Danijela, London Palgrave Macmillan UK 347-3592016AChttps://doi.org/10.1057/978-1-137-51680-0_24sound design; NES; art music; Forbidden Planet; Metroid
Gibbons, WilliamOpen Worlds: Globalization, Localization and Video Game MusicThe Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 359-3752021AChttps://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/open-worlds-globalization-localization-and-video-game-music/E47FBC2FFF9937592B18EF89D281EAFFdemographics; Japan; Gran Turismo; cultural erasure; Katamari Damacy; Motoi Sakuraba; mukokuseki; regions; Tales (series); translation
Gibbons, WilliamSong and the Transition to “Part-Talkie” Japanese Role-Playing GamesMusic in the Role-Playing Game Edited by Gibbon, William; Reale, Steven, Routledge, 9-20 2019ACJRPG; silent film; voice; cinema; song; Grandia II; Lunar; Noriyuki Iwadare
Gibbons, WilliamLittle harmonic labyrinths: Baroque musical style on the Nintendo Entertainment SystemRecomposing the Past Edited by Cook, James; Kolassa, Alexander; Whittaker, Adam, Routledge 2018ACaesthetics; Dragon Warrior; Nintendo Entertainment System; medievalism; baroque music
Gibbons, WilliamMusic, Genre, and Nationality in the Postmillennial Fantasy Role-Playing GameThe Routledge Companion to Screen Music and Sound Edited by Mera, Miguel; Sadoff, Ronald; Winters, Ben, Routledge, 412-4272017ACnarrative; Nobuo Uematsu; RPG; JRPG; Elder Scrolls; Inon Zur; The Witcher; Koichi Sugiyama; Jeremy Soule; game type
Gibbons, WilliamRemixed Metaphors: Manipulating Classical Music and Its Meanings in Video GamesIn Michiel Kamp; Tim Summers; Mark Sweeney (eds.); Ludomusicology: Approaches to Video Game Music (Sheffield; Bristol; CT: Equinox), 198-2222016APhttps://journals.equinoxpub.com/books/article/view/23909classical music; Fez; Boom Boom Rocket; Catherine; Gyruss
Gibbons, WilliamWrap Your Troubles in Dreams: Popular Music, Narrative, and Dystopia in BioshockGame Studies, 11 2011APhttp://gamestudies.org/1103/articles/gibbonsnarrative; perception; licensed music; popular music; Bioshock; irony
Gibbons, WilliamForeword: Dear FriendsThe Music of Nobuo Uematsu in the Final Fantasy Series Edited by Anatone, Richard, Bristol Intellect xv-xvii2022ACFinal Fantasy; Nobuo Uematsu; Xennial
Gibbons, WilliamWandering Tonalities: Silence, Sound, and Morality in Shadow of the ColossusMusic In Video Games: Studying Play Edited by Donnelly, K. J.; Gibbons, William; Lerner, Neil, New York; London Routledge 122-1372014ACShadow of the Colossus; dynamic music; silence
Gibbons, William“Have You Played Atari Today?”: Music and Audience in an Early Video Game Advertising CampaignThe Oxford Handbook of Music and Advertising Edited by Deaville, James; Tan, Siu-Lan; Rodman, Ron, Oxford University Press2021AChttps://doi.org/10.1093/oxfordhb/9780190691240.013.11marketing; demographics; television; Atari; advertising; adverts; jingle; lyrics
Gibbons, WilliamLudomusical Autobiography and the Indie Composer-DeveloperThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.23narrative; game music composition; indie development; solo developer; ludomusical autobiography
Gibbons, WilliamOde to Joysticks: Canonic Fantasies and the “Beethoven of Video Game Music”The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.7composition; Nobuo Uematsu; attention; Beethoven; canonization
Gibbons, William; Grasso, Julianne"And So It Goes, On and On": Repetition in the Music of Final FantasyThe Psychology of Final Fantasy: Surpassing the Limit Break Edited by Bean, Anthony, Leyline Publishing 2020ACstructure; form; repetition
Gibbons, William; Grimshaw-Aagaard, MarkIntroduction: A Hub World for Game AudioThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.54cognition; analysis; theory; introduction; interactive audio; approaches; disciplinarity; studies
Gibson, Dylan LawrenceMechanical and artificial ‘nü-horror metal’: The film music of Resident EvilMetal Music Studies, 82022APfilm music; topic theory; horror; Resident Evil; Marilyn Manson; Marco Beltrami; process music; nü-metal; nü-horror
Gilbert, Jean-MichelAlgorithmes de génération de musique pour application dans les jeux vidéo University of Quebec at Chicoutimi2008D, Master'shttps://constellation.uqac.ca/198/algorithm; computing; mathematics; procedural generation
Godsall, JonathanUnlimited Replays: Video Games and Classical Music, by William GibbonsJournal of Sound and Music in Games, 1 113-1152020APhttps://online.ucpress.edu/jsmg/article/1/1/113/2325/Unlimited-Replays-Video-Games-and-Classical-Musicborrowing; film music; classical music; art; BioShock; game music; player; Unlimited Replays; William Gibbons
Gold, Kevin; Olivier, AlexUsing Machine Translation to Convert Between Difficulties in Rhythm GamesProceedings of the Sixth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 2010ASdifficulty; guitar hero; heuristics; neural network
Golding, DanFinding Untitled Goose Game’s Dynamic Music in the World of Silent CinemaJournal of Sound and Music in Games, 2 1-162021APhttps://doi.org/10.1525/jsmg.2021.2.1.1dynamic music; Claude Debussy; Mickey-Mousing; musical adaptation; silent cinema; Untitled Goose Game
Goodwin, SimonBeep to Boom: The Development of Advanced Runtime Sound Systems for Games and Extended Reality New York, NY Routledge2019BMsound design; implementation; VR; interactive audio; sound field
Gower, Lily; McDowall, JanetInteractive music video games and children's musical developmentBritish Journal of Music Education, 29 91-1052012APhttps://www.cambridge.org/core/journals/british-journal-of-music-education/article/abs/interactive-music-video-games-and-childrens-musical-development/1982E4EE108C74C318C68FD3166F6A5Ceducation; teaching; school; classroom; curriculum
Graakjær, Nicolai Jørgensgaard‘Listen to the atmosphere!’: On spectator sounds and their potentially disruptive role in a football simulation video gameThe Soundtrack, 11 39-552020APsound design; television; FIFA; spectator sounds; sports
Graakjær, Nicolai JørgensgaardSimulating Sounds of Spectators: On the Structure, Function, and Realism of Spectator Sounds in a Sports Video GameThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.47authenticity; FIFA; reality; realism; football; soccer; spectator; expectation
Graham, Kevin; Schofield, DamianRock god or game guru: Using Rocksmith to learn to play a guitarJournal of Music, Technology and Education, 11 65-822018APeducation; learning; music; Rocksmith; guitar; skills; playing
Granier, EmmaInfluence de la musique dans le succès des jeux vidéos, en France depuis 1990France Université Sorbonne Nouvelle-Paris 32013D, Master's1990's games; cultural mediation; France; success
Grasso, JulianneOn Canons as Music and MuseJournal of Sound and Music in Games, 1 82-862020APhttps://online.ucpress.edu/jsmg/article/1/1/82/2333/On-Canons-as-Music-and-Museconcerts; fandom; remix; The Legend of Zelda; canons
Grasso, JulianneVideo Game Music, Meaning, and the Possibilities of PlayThe University of Chicago2020D, Doctoralludomusicology; play; magic circle; meaning; embodiment; ecological psychology; music cognition; affect; conceptual blending; ludonarrative
Grasso, JulianneReview: The Cambridge Companion to Video Game Music, edited by Melanie Fritsch and Tim SummersJournal of Sound and Music in Games, 3 150-1532022APhttps://doi.org/10.1525/jsmg.2022.3.2-3.150ludomusicology; education; overview; introduction; review; reference
Grasso, JulianneMusic in the Time of Video Games: Spelunking Final Fantasy IVMusic in the Role-Playing Game Edited by Gibbons, William; Reale, Steven, Routledge, 97-1162019ACnarrative; storytelling; structure; repetition; battle; time; JRPG; chronology; temporality; navigation; harmony; harmonic structure; turn
Grasso, JulianneMusic, Mediation, Memory: Theatrhythm Final FantasyThe Music of Nobuo Uematsu in the Final Fantasy Series Edited by Anatone, Richard, Bristol Intellect 236-2572022ACnostalgia; game mechanics; re-experienced memories; remediation
Grasso, JulianneLudomusical Narrativity: Sound and Music as Structures of PlayThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.12musicology; ludonarrative; ludic space; narrativization; enaction
Greenfield-Casas, StefanUematsu's Postgame: The Music of Final Fantasy in the Concert HallThe Music of Nobuo Uematsu in the Final Fantasy Series Edited by Anatone, Richard, Bristol Intellect 291-3112022ACstorytelling; arranging; concerts; Distant Worlds; Final Fantasy X Piano Concerto; Final Symphony; transcribing
Greenfield-Casas, StefanOn Musical Memories, Monuments, and Museums: Review of Final Fantasy VII Remake Orchestral Arrangement AlbumJournal of Sound and Music in Games, 4 168-1762023APhttps://doi.org/10.1525/jsmg.2023.4.4.168canon; curation; adaptation; soundtrack; orchestral; rearrangement
Greenfield-Casas, StefanVideo Games Alive: Ludic Liveness and (Re)Playful Listenings in Video Game Music ConcertsThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.45fandom; listening; liveness; replay value; experience; game music concert
Greenfield-Casas, Stefan X.Between worlds : musical allegory in Final Fantasy X The University of Texas at Austin2017D, Master'shttps://repositories.lib.utexas.edu/handle/2152/62763Final Fantasy; Nobuo Uematsu; hyperreal; simulation; tonality; antitheism; Kingdom Hearts; replay value
Greenfield-Casas, Stefan X.Quick Takes — Playing with Time in The Zodiac AgeAMS Musicology Now 2017https://musicologynow.org/quick-takes-playing-with-time-in-the-zodiac-age/Final Fantasy; temporality; Bakhtin; boss battles; chronotope; grinding; Hitoshi Sakimoto
Grethe, Mitchell; Andrew, ClarkeVideogame Music: chiptunes byte back?DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play2007AShttp://www.digra.org/wp-content/uploads/digital-library/07311.12224.pdfchiptune; subculture; 8-bit music
Grimshaw-Aagaard, MarkA Step Back from Reality: Sound and Presence in Computer Games and Other WorldsThe Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 269-2832021AChttps://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/step-back-from-reality-sound-and-presence-in-computer-games-and-other-worlds/F3EB0BA5CC209A04F6A800CFD5781878immersion; perception; hearing; simulation; fidelity; virtuality; environment; localization; audition; psychoacoustics
Grimshaw-Aagaard, MarkThe Importance of Sound to the Formation of PresenceThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.13immersion; perception; environment; presence; externality
Grimshaw-Aagaard, MarkVideo Game Sound Design and the Fetish of RealismThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.24marketing; authenticity; fidelity; realism; verisimilitude
Grimshaw-Aagaard, MarkAmbiguity and Vagueness in Video Game SoundThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.19sound design; perception; realism; ambiguity; vagueness; linguistics
Grimshaw, MarkPlaying with sound: The role of music and sound effects in gamingThe Psychology of Music in Multimedia Edited by Tan, Siu-Lan; Lipscomb, Scott D.; Cohen, Annabel J.; Kendall, Roger A., Oxford Oxford University Press 2013AChttps://oxford.universitypressscholarship.com/10.1093/acprof:oso/9780199608157.001.0001/acprof-9780199608157-chapter-13psychology; sound design; cognitive load; technology; review
Grimshaw, MarkSound and Player Immersion in Digital GamesThe Oxford Handbook of Sound Studies Edited by Pinch, Trevor; Bijsterveld, Karin, 2011AChttps://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780195388947.001.0001/oxfordhb-9780195388947-e-014immersion; first-person shooter; sound; virtual world; real world
Grimshaw, MarkThe Acoustic Ecology of the First-Person ShooterSaarbrücken: VDM Verlag Dr. Mueller2008BMsound design; immersion; perception; genre; ecological approach; FPS
Grimshaw, Mark; Garner, Tom A.Embodied Virtual Acoustic Ecologies of Computer GamesThe Oxford Handbook of Interactive Audio Edited by Collins, Karen; Kapralos, Bill; Tessler, Holly, 2014AChttps://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199797226.001.0001/oxfordhb-9780199797226-e-011emotion; acoustic ecology; embodied cognition; psychophysiology; affect; biofeedback
Grimshaw, Mark; Lindley, Craig A; Nacke, LennartSound and Immersion in the First-Person Shooter: Mixed Measurement of the Player's Sonic ExperienceProceedings of Audio Mostly 20082008APimmersion; first-person shooter; procedural audio; technology; audio design
Grimshaw, Mark; Schott, GarethA Conceptual Framework for the Analysis of First-Person Shooter Audio and its Potential Use for Game EnginesInternational Journal of Computer Games Technology, 2008 e7202802008APhttps://www.hindawi.com/journals/ijcgt/2008/720280/perception; first-person shooter; audio design; affordance; ecology
Grimshaw, Mark; Schott, GarethSituating Gaming as a Sonic Experience: The acoustic ecology of First-Person ShootersSituated Play (2007) Proceedings of DIGRA; Digital Games Research Association; September 24-28; 2007; Tokyo; Japan2007APhttp://www.digra.org/wp-content/uploads/digital-library/07311.06195.pdfperception; first-person shooter; audio design; soundscape; affordance; ecology
Grosser, MichelleAvatar/Player Subjectivity: An Agential Analysis of Crypt of the NecroDancerJournal of Sound and Music in Games, 1 1-142020APhttps://online.ucpress.edu/jsmg/article/1/3/1/110662/Avatar-Player-SubjectivityAn-Agential-Analysis-ofimmersion; cognition; agency; perception; virtual
Grosser, Michelle“Even Though It’s Completely Random”: Cognitive Phenomena Surrounding the Music in MinecraftJournal of Sound and Music in Games, 52024APhttps://doi.org/10.1525/jsmg.2024.5.1.62agency; cognition; control; immersion; Minecraft
Gu, JeffHearing Hyrule: Immersion through Sound in The Legend of Zelda: Breath of the WildRMA/KVNM Postgraduate Proceedings 2020 Edited by Podda, Liselotte; Granger, Charissa; Bonet, Núria; Leon, Sio Pan; Gestrin-Grader, Tamar; Driessen, Veerle, 15-302021AShttps://www.rma.ac.uk/conferences/2021-07-01-RMA-KVNM-postgraduate-proceedings.pdfALI model; immersion; Breath of the Wild
Guerraz, Agnès; Lemordant, JacquesIndeterminate Adaptive Digital Audio for Games on MobilesIn Karen Collins (ed.) From Pac-Man to Pop Music: Interactive Audio in Games and New Media (Farnham: Ashgate); 55-722008ACinteractive; 3D audio; AMML; API; audio formats; iXMF; mobiles; portable; programmatic control
Guillen, Georgina; Jylhä, Henrietta; Hassan, LobnaThe Role Sound Plays in Games: A Thematic Literature Study on Immersion, Inclusivity and Accessibility in Game Sound ResearchAcademic Mindtrek 2021 New York, NY, USA Association for Computing Machinery2021AChttps://doi.org/10.1145/3464327.3464365Accessibility; Audio immersion; Inclusion in games; Sound design
Gunn, MillyThe Soundscape of Alola: Exploring the Use of Hawaiian Musical Tropes and Motifs in the World of Pokémon Sun and MoonJournal of Sound and Music in Games, 3 59-762022APhttps://doi.org/10.1525/jsmg.2022.3.2-3.59literacy; Pokemon; Exoticism; Hawai'i; Hawaiian Music; tourism
Guzmán Anaya, CristinaOn the Organological Potential of Video Games: A Preliminary Cataloguing Card Model for the Examination of Ludomusical InstrumentsJournal of Sound and Music in Games, 4 53-862023APhttps://doi.org/10.1525/jsmg.2023.4.3.53organology; instruments; instrumentality; iconography; categorization; Genshin Impact; ludomusical instruments
Haines, Nathan D.Engaging With Film and Video Game Music: Perceptions of a Studio Orchestra ExperienceUpdate: Applications of Research in Music Education2023APhttps://doi.org/10.1177/87551233221145684performance; education; production; orchestra; recording; studio
Hakkola, Salla; Pulkkinen, AriSalla Hakkola and Ari Pulkkinen: Conversation between two game music composersFinnish Music Quarterly, 2023APhttps://fmq.fi/articles/salla-hakkola-and-ari-pulkkinen-conversationproduction; interview; composers; processses; Rovio; Angry Birds; Clash of Clans; Housemarque; Trine
Hambleton, ElizabethGray Areas: Analyzing Navigable Narratives in the Not-So-Uncanny Valley Between Soundwalks, Video Games, and Literary Computer GamesJournal of Sound and Music in Games, 1 20-432020APhttps://online.ucpress.edu/jsmg/article/1/1/20/2336/Gray-AreasAnalyzing-Navigable-Narratives-in-thenarrative; soundscape; interactive; ludostylistics; soundwalk; walking simulator
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Harbour, TimMusic in Indie Video Games: A Composer's Perspective on Musical Approaches and Practices Johannesberg University of Witwatersrand2016D, Master'scomposition; Journey; dynamic music; indie games; Braid; Fez
Harrison, JackSound and zoonotic spillover: listening to Animal Crossing: New Horizons through the Covid-19 pandemicSound Studies, 102024APhttps://doi.org/10.1080/20551940.2024.2306780Animal Crossing, COVID, animal, anthropomorphic, sound, colonialism
Harrison, LucyTeaching Principles of Interactive Sound: A Practice-Based ApproachTeaching electronic music: Cultural, creative, and analytical perspectives Edited by Stevens, Blake, New York Routledge 90-1022022ACcomposition; education; adaptive music; dynamic music; narration; structure
Hart, IainWinifred Phillips: Emotional Resonance and Social EloquenceWomen's Music for the Screen Edited by Wilcox, Felicity, Routledge 2021ACform; gender; style; Assassin's Creed; God of War
Hart, IainSemiotics in Game MusicThe Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 220-2372021AChttps://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/semiotics-in-game-music/8FA01CFCE547FE9013DF2E56C3881EC5signification; interactivity; battle; meaning; Elder Scrolls; Skyrim; combat; communication; configurative signs; interpretation; signs
Hart, IainHard Boiled Music: The case of L.A. NoireScreen Sound, 5 2015APhttp://www.screensoundjournal.org/issues/n5/06.%20SSJ%20n5%20Hart.pdfjazz; film noir; hard-boiled detective fiction; jeu noir; neo-noir; period noir
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Hart, IainSemiotics and the Negotiation of Musical Communication in Video Game Music: An Imprecise and Beautiful ArtThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.14signification; semiotics; music; communication; meaning
Hart, Iain Ludomusicological Semiotics: Theory, Implications and Case StudiesUniversity of Sydney2017D, Doctoralhttps://ses.library.usyd.edu.au/handle/2123/17883signification; semiotics; meaning; Portal 2; Gran Turismo; Dirt 2; Eve Online; Forza Motorsport; Mini Metro; poiesis; Racing games
Harvey, Trevor S.Virtual WorldsThe Oxford Handbook of Virtuality Edited by Grimshaw, Mark, 2014AChttp://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199826162.001.0001/oxfordhb-9780199826162-e-037identity; ethnography; avatars; Second Life; musical personas; virtual worlds
Havre, Sigrid Jordal; Väkevä, Lauri; Christophersen, Catharina R.; Haugland, EgilPlaying to learn or learning to play? Playing Rocksmith to learn electric guitar and bass in Nordic music teacher educationBritish Journal of Music Education, 36 21-322019APhttps://www.cambridge.org/core/journals/british-journal-of-music-education/article/abs/playing-to-learn-or-learning-to-play-playing-rocksmith-to-learn-electric-guitar-and-bass-in-nordic-music-teacher-education/0119E77C73FA85167F9185ABD7EFFB43education; learning; teaching; pedagogy; Rocksmith; TPACK
Havryliv, Mark; Vergara-Richards, E.From Battle Metris to Symbiotic Symphony: A New Model For Musical GamesUniversity of Wollongong Research Online2006APhttps://ro.uow.edu.au/creartspapers/25music games; gamification; game design; John Cage; Battle Metris; Iannis Xenakis
Heazlewood-Dale, James C.Scott Joplin in the Overworld: Super Mario's Rag-Inflected ScoreJazz and Culture, 62023APhttps://dx.doi.org/10.5406/25784773.6.2.02jazz; Koji Kondo; movement; ragtime; african american music; latino music
Hébert, Sylvie; Béland, Renée; Dionne-Fournelle, Odrée; Crête, Martine; Lupien, Sonia J.Physiological stress response to video-game playing: the contribution of built-in musicLife Sciences, 76 2371-23802005APpsychology; stress; experiment; Quake III Arena
Hein, EthanMusic games in educationLearning, Education and Games Edited by Schrier, Karen, Pittsburgh, PA, USA ETC Press 93–1082014ACeducation; DAW; Remix; Generative music; Electronic music; MIDI; Notation software; Sequencer; Win condition
Herber, NorbertThe composition-instrument: emergence, improvisation and interaction in games and new mediaFrom Pac-Man to Pop Music Edited by Collins, Karen, Routledge 2008ACinteraction; Brian Eno; Spore; art music; electroplankton; minimalism; sound garden
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Herzfeld, GregorAtmospheres at Play: Aesthetical Considerations of Game MusicMusic and Game: Perspectives on a Popular Alliance Edited by Moormann, Peter, Wiesbaden Springer Fachmedien 147-1572013AChttps://doi.org/10.1007/978-3-531-18913-0_8Video Game; Sound Design; Gaming Activity; Horror Film; Virtual Reality
Hoffert, PaulComposing Music for Videogames, Web Sites, Presentations and Other New Media (Book & CD): Composing for Videogames, Web Sites, Presentations, and Other Interactive MediaBoston, MA : Milwaukee, Wis Berklee Press Publications2007BMtechnology; middleware; Composition
Holtar, Nils; Nelson, Mark; Togelius, JulianAudioverdrive: Exploring bidirectional communication between music and gameplayProceedings of the 2013 ICMC Conference: International Developments in Electroacoustics, 124-1312013APdynamic music; Composition; interactive; bidirectional
Höltgen, StefanPlay that Pokey Music: Computer Archeological Gaming with Vintage Sound ChipsThe Computer Games Journal, 7 213-2302018APhttps://doi.org/10.1007/s40869-018-0068-5history; sound chip; archaeology; retrocomputing
Höltgen, StefanSymbolic Music and Algorithmic Composing: Computer Archaeological Perspectives on BASIC Game SoundsThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.3programming; BASIC; typology; sound-code connection; archival sound
Hooper, GilesSounding the Story: Music in Videogame CutscenesEmotion in Video Game Soundtracking Edited by Williams, Duncan; Lee, Newton, Cham Springer International Publishing 115-1412018AChttps://doi.org/10.1007/978-3-319-72272-6_10play; emotion; interactivity; film; cutscenes; cinematics; cut-scenes
Hoover, TomKeeping Score: Interviews with Today's Top Film, Television, and Game Music ComposersBoston, MA Cengage Learning PTR2009BMinterviews; Composition; Cris Velasco; Inon Zur; Jason Graves; Jesper Kyd; Marty O'Donnell; Winifred Phillips
Hopkins, ChristopherChiptune music: An exploration of compositional techniques as found in Sunsoft games for the Nintendo Entertainment System and Famicom from 1988-1992 Five Towns College2015D, Doctoralhttps://www.academia.edu/15400351/Chiptune_music_An_exploration_of_compositional_techniques_as_found_in_Sunsoft_games_for_the_Nintendo_Entertainment_System_and_Famicom_from_1988_1992Chiptune; NES; Nintendo; compositional techniques; Sunsoft
Hopkins, ChristopherMario Paint: An Accessible Environment of Musical Creativity and Sound ExplorationJournal of Literature and Art Studies, 5 2015APhttps://www.academia.edu/17232607/Mario_Paint_An_Accessible_Environment_of_Musical_Creativity_and_Sound_ExplorationNintendo; music theory; music composition; music production; SNES; sound chip; Super NES
Hufschmitt, Aline; Cardon, Stéphane; Jacopin, ÉricManipulating Player Performance via Music Tempo in TetrisExtended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play New York, NY, USA Association for Computing Machinery2020AChttps://doi.org/10.1145/3383668.3419934dynamic music; game difficulty; player performance; tempo; tetris; video game
Hug, DanielNew Wine in New Skins: Sketching the Future of Game Sound DesignGame Sound Technology and Player Interaction: Concepts and Developments Edited by Grimshaw, Mark, IGI Global 384-4152011AChttps://www.igi-global.com/chapter/new-wine-new-skins/www.igi-global.com/chapter/new-wine-new-skins/46801synchronization; tempo; flow; Tetris
Hugill, Andrew; Amelides, PanosAudio-only computer games: Papa SangreExpanding the Horizon of Electroacoustic Music Analysis Edited by Emmerson, Simon; Landy, Leigh, Cambridge Cambridge University Press 355-3752016AChttps://www.cambridge.org/core/product/identifier/9781316339633%23CT-bp-18/type/book_partaudio games; electroacoustic music; Papa Sangre
Huiberts, SanderCaptivating Sound - The Role of Audio for Immersion in Computer Games Uretcht School of the Arts & University of Portsmouth2010D, Doctoralimmersion; IZEA; models; SCI
Huiberts, Sander; van Tol, RichardThe Game Pulse - Timing Game Events and Music EventsKES Transactions on Innovation in Music, 1 170-1852013APhttp://nimbusvault.net/publications/koala/inmusic/358.htmladaptive music; dynamic music; synchronization; timing; linearity; non-linearity
Hulme, ZanderKilling-off the Crossfade: Achieving Seamless Transitions With Imbricate AudioG|A|M|E Games as Art, Media, Entertainment, 2 2017APhttps://www.gamejournal.it/?p=3180Adaptive Audio; Composing; Game Music; Immersion; Music Systems; Pre-rendered Audio; Recorded Music
Hunt, ElizabethMy Childhood is in Your Hands: Videogame Concerts as Commodified and Tangible Nostalgic ExperiencesNostalgia and Videogame Music Edited by Aksoy, Can; Pozderac-Chenevey, Sarah; Rone, Vincent, Bristol Intellect 68-842022ACcanon; curation; demographics; live; Pokemon Go; repertoire; Symphonic Evolutions; Symphony of the Godess; video games live; Zelda
Hunt, ElizabethVideo Games Live and the Gamification of the Orchestral Concert ExperienceThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.20audience; gamification; orchestra; Video Games Live; concert; performer; carnival
Hust, Christoph; Roth, MartinIntroduction: Toward a History of Music and Games in Western CultureJournal of Sound and Music in Games, 52024APhttps://doi.org/10.1525/jsmg.2024.5.3.1cultural analysis; history of ludomusicology; methodology; music games; nondigital games; play cultures
Hutchings, Patrick; McCormack, JonAdaptive Music Composition for GamesIEEE Transactions on Games, 12 270-2802020APhttp://arxiv.org/abs/1907.01154Adaptation models; Adaptive systems; Computational modeling; Context modeling; neural networks
Iantorno, MichaelGameSound, Quantitative Games Analysis, and the Digital HumanitiesDigital Studies / Le champ numérique, 10 2020APhttps://www.digitalstudies.org/article/id/7350/databases; digital humanities; quantitative research
Ideland, JensSpelet om musiken - Unga musiker spelar digitala musikspel Göteborgs universitet. IT-fakulteten2020D, Doctoralhttps://gupea.ub.gu.se/handle/2077/66461education; learning; affordances; The game about the music: Young musicians playing digital music games
Ivănescu, AndraBeneath a Steel Sky: A Musical Characterisation of Class StructureThe Computer Games Journal, 7 231–2422018APhttps://link.springer.com/content/pdf/10.1007/s40869-018-0067-6.pdf
Ivănescu, AndraThe Auteur and the 80s Mixtape: Popular Music and Authenticity in Metal Gear Solid V: The Phantom PainHistory in Games: Contingencies of an Authentic Past Edited by Lorber, M; Zimmermann, F, Transcript 157-1782020AChttp://bura.brunel.ac.uk/handle/2438/22728nostalgia; authenticity; realism; auteurship; cassettes; Hideo Kojima; Metal Gear Solid; war
Ivănescu, AndraA Response to Jennifer SmithJournal of Sound and Music in Games, 1 88-882020APhttps://online.ucpress.edu/jsmg/article/1/2/88/106832/A-Response-to-Jennifer-Smithnostalgia; retro; Andra Ivănescu; Jennifer Smith
Ivănescu, AndraBeneath a Steel Sky: A Musical Characterisation of Class StructureThe Computer Games Journal, 7 231-2422018APhttps://doi.org/10.1007/s40869-018-0067-6semiotics; Beneath a Steel Sky; environmental storytelling; social class
Ivănescu, AndraThe Music of Tomorrow, Yesterday! Music, Time and Technology in BioShock InfiniteNetworking Knowledge: Journal of the MeCCSA Postgraduate Network, 7 2014APhttps://ojs.meccsa.org.uk/index.php/netknow/article/view/337nostalgia; covers; intertextuality; world building; anachronism; time travel
Ivănescu, AndraPopular Music in the Nostalgia Video Game Cham: Palgrave Macmillan2019BMhttp://link.springer.com/book/10.1007/978-3-030-04281-3nostalgia; semiotics; remediation; film; popular music; Fallout; anachronism; Bioshock; Evoland; Gone Home
Ivănescu, AndraPop Music, Economics and MarketingThe Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 395-4082021AChttps://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/pop-music-economics-and-marketing/77597257397F999C6F9ED57E1EF71B18Guitar Hero; transmediality; Grand Theft Auto; Wipeout; esports; League of Legends; paratextuality; record labels; synergy; trailers
Ivănescu, AndraTorched song: The hyperreal and the music of L.A. NoireThe Soundtrack, 8 41-562015APnarrative; semiotics; hyperreal; popular music; L.A. Noire; preexisting music
Ivănescu, AndraTaking a Pop at Ludonarratology: Narrative Perspectives on Popular Music in Video GamesThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.41ludomusicology; narrative; musicology; popular music; ludonarratology
Ivănescu, AndraInhuman Music and the Monstrous-FeminineJournal of Sound and Music in Games, 52024APhttps://doi.org/10.1525/jsmg.2024.5.1.24digital assistants; gender studies; monstrous-feminine
Ivănescu, Andra“POP/STARS”: The Personas of K/DA, Transmedia Marketing, and Riot Games MusicPersona Studies, 102024APhttps://ojs.deakin.edu.au/index.php/ps/article/view/1867League of Legends, Persona, K-pop, Virtual band, Riot games
Jacobus, EnochChoose Your Own Audio-venture: Soundtrack Choices in Beat Hazard Ultra (2011)Musicology Research Journal, 3 2017APhttps://storage.googleapis.com/wzukusers/user-20563976/documents/5a131119c42447D0mLqq/Issue3.pdfpaidia; immersion; agency; engagement; adaptive audio; co-operative audio; ludu; mobile; paidoludic; virtual environment
Jarbo, Raheem "Mega Ran"Dream Master: A Memoir From The Stoop to the Stage To The Stars Bloomington AuthorHouse2021BMChiptune; education; hip-hop; Mega Ran; rap
Javet, DavidLa figure du seiyû : voix et corps dans le paysage médiatique japonaisIn Alain Boillat; Irene Weber Henking (eds.) DUBBING. Die Übersetzung im Kino / La traduction audiovisuelle (Marburg: Schüren) 201-2222014APhttps://www.academia.edu/11403007/La_figure_du_seiy%C3%BB_voix_et_corps_dans_le_paysage_m%C3%A9diatique_japonaisJapan; embodiment; seiyu; voice acting
Jennings, Brendan; Summers, TimSongs of Rapture—Creating a Bioshock Musical Show: An Interview with Brendan JenningsJournal of Sound and Music in Games, 3 56-622022APhttps://doi.org/10.1525/jsmg.2022.3.4.56education; musicals; Bioshock; choir; high school; musical theater; musical theatre; show choir
Jenson, J.; Castell, S.; Taylor, Nicholas; Droumeva, MilenaBaroque Baroque revolution: high culture gets gameFuture Play '08 Proceedings of the 2008 Conference on Future Play: Research; Play; Share; pp.105-1122008ASteaching; history; orchestra; children; flash
Jenson, Jennifer; de, Castell Suzanne; Nicholas, Taylor; Milena, Droumeva; Stephanie, FisherThe Gigue Is Up: High Culture Gets GameDiGRA '09 - Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games; Play; Practice and Theory2009APhttp://www.digra.org/wp-content/uploads/digital-library/09287.26382.pdfmusic education; Baroque music; Tafelkids: The Quest for Arundo Donax
Jenson, Jo; de Castell, Suzanne; Muehrer, Rachel; Droumeva, MilenaSo you think you can play: An exploratory study of music video gamesJournal of Music, Technology and Education, 9 273-2882016APeducation; rhythm; gamification
Jocoy, StaceyRurouni Kenshin: Anime-driven Nostalgia in Gaming SoundscapesThe Intersection of Animation, Video Games, and Music Edited by Plank, Dana; Scoggin, Lisa, New York Routledge 175-1872023ACadaptation; transmediality; reception; JRPG; genre; cutscenes; film music; anime
Johnson, NicholasThe Bard’s Life: Musical Imagery in Tabletop Role-Playing GamesJournal of Sound and Music in Games, 52024APhttps://doi.org/10.1525/jsmg.2024.5.3.97Bard; Bards; Dungeons & Dragons; D&D; immersion; table-top
Jolly, KentUsage of Pd in Spore and DarksporePureData Convention2011ASgenerative music; Spore; EA; Procedural Music; Pure Data
Jones, Joseph E.The exotic and eclectic in Bear McCreary's television and video game scoresMusic Research Forum, 30 1-212015APcultural codes; eclecticism; exoticism; signification
Jørgensen, KristineA Comprehensive Study of Sound in Computer Games: How Audio Affects Player ActionLewiston, New York: Edwin Mellen Press Ltd2009BMsemiotics; perception; diegesis; history; Warcraft III; film music; earcons; Hitman Contracts; transdiegesis
Jørgensen, KristineOn the Functional Aspects of Computer Game AudioIn Proceedings of the Audio Mostly Conference. Interactive Institute; Piteå; Sweden, 48-522006AShttps://bora.uib.no/bora-xmlui/handle/1956/6734function; space; earcons; transdiegesis
Jørgensen, KristineLeft in the dark: playing computer games with the sound turned offIn Karen Collins (ed.) From Pac-Man to Pop Music: Interactive Audio in Games and New Media (Farnham: Ashgate); 163-1762008BMhttps://bora.uib.no/bora-xmlui/handle/1956/7855psychology; sound; empirical; Warcraft III; space; Hitman Contracts; information; orientation; player responses; sound off; stealth; strategy; virtual world
Jørgensen, KristineOn transdiegetic sounds in computer gamesNorthern Lights: Film and Media Studies Yearbook, 5 105-1172007APhttp://openurl.ingenta.com/content/xref?genre=article&issn=1601-829X&volume=5&issue=1&spage=105diegesis; film music; transdiegesis; extradiegesis; meta-communication
Jørgensen, KristineTime for New Terminology?: Diegetic and Non-Diegetic Sounds in Computer Games RevisitedGame Sound Technology and Player Interaction: Concepts and Developments Edited by Grimshaw, Mark, IGI Global 78-972011AChttps://www.igi-global.com/chapter/time-new-terminology/www.igi-global.com/chapter/time-new-terminology/46788space; Diegesis; diegetic; fictionality; gameworlds; non-diegetic; spatial; terminology
Jørgensen, Kristine‘What are Those Grunts and Growls Over There?’ Computer Game Audio and Player Action Copenhagen University2007D, Doctoralperception; diegesis; interviews; film music; transdiegesis; ecology
Jørgensen, KristineSounds and Sources in SacredProceedings from COSIGN 2004 Split (Croatia) 2004AShttps://www.academia.edu/download/58253298/jorgensen_cosign_2004.pdfsemiotics; perception; function; Chion; Fencott; Sacred
Jørgensen, KristineEmphatic and Ecological Sounds in Gameworld InterfacesThe Routledge Companion to Screen Music and Sound Edited by Mera, Miguel; Sadoff, Ronald; Winters, Ben, Routledge, 72-842017ACinteractivity; diegesis; dynamic; earcons; ecology; icons; sounds; worlds
Jørgensen, KristineAudio and Gameplay: An Analysis of PvP Battlegrounds in World of WarcraftGame Studies, 8 2008APhttp://gamestudies.org/0802/articles/jorgensenfunction; World of Warcraft; earcons; transdiegesis; ecology
Jünger, EllenWhen Music comes into Play - Überlegungen zur Bedeutung von Musik in ComputerspielenGefangen im Flow? Ästhetik und dispositive Strukturen von Computerspielen Edited by Mosel, Michael, Boizenburg Verlag Werner Hülsbusch 13-282009ACdynamic music; semiotics; function; genre; ludic music
Kaae, JesperTheoretical approaches to composing dynamic music for video gamesFrom Pac-Man to Pop Music Edited by Collins, Karen, Routledge, 75-92 2008ACadaptive music; dynamic music; mixing; time; linearity; changes; multi-linearity; segue
Kagan, BradleySlave to the Rhythm: Examining Immersive Experiences Through the Interplay of Music and Gameplay in Crypt Of The NecrodancerInternational Journal on Stereo & Immersive Media, 4 66-792020APhttps://revistas.ulusofona.pt/index.php/stereo/article/view/7191rhythm; immersion; ALI; Crypt of the Necrodancer; transportation
Kamp, M.Ludic music in video games Utrecht University2010D, Master'shttps://studenttheses.uu.nl/handle/20.500.12932/5537Caillois; music games; narrative; function; ludic music; fiction; Juul; puzzles; rules
Kamp, MichielFour ways of hearing video game music University of Cambridge2015D, Doctoralhttps://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.709001aesthetics; listening; ludic music; phenomenology; background music; ecological psychology
Kamp, MichielOld(er) Media and New Musical Affordances in Virtual Reality ExperiencesThe Oxford Handbook of Cinematic Listening Edited by Cenciarelli, Carlo, 712-7362021AChttp://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780190853617.001.0001/oxfordhb-9780190853617-e-37remediation; diegesis; virtuality; VR; ecological psychology; affordances; Google Earth VR
Kamp, MichielMusical Ecologies in Video GamesPhilosophy & Technology, 27 235-2492014APhttp://link.springer.com/10.1007/s13347-013-0113-zperception; diegesis; ecological psychology; affordances; James Gibson
Kamp, MichielAutoethnography, Phenomenology and HermeneuticsThe Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 159-1752021AChttps://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/autoethnography-phenomenology-and-hermeneutics/8D9EA989AAE16D29213AD27164F86427interactivity; hearing; listening; gameplay; Bastion; communication; interpretation; Edmund Husserl; Plants vs Zombies
Kamp, MichielPlaying along to what? Video game music and the metaphor modelRemixing Music Studies Edited by Aguilar, Ananay; Cole, Ross; Pritchard, Matthew; Clarke, Eric, Routledge. 32-462020ACsynchronization; Super Mario Bros.; ludic music; conceptual metaphors; synchresis; Analysing Musical Multimedia; Andrew Schartmann; kinesonic congruence
Kamp, MichielLudomusical Dissonance in Diablo IIIMusic in the Role-Playing Game Edited by Gibbons, William; Reale, Steven, Routledge, 131-1452019ACsemiotics; RPG; genre; Diablo III; ludo-narrative dissonance
Kamp, MichielSuture and Peritexts: Music Beyond Gameplay and DiegesisLudomusicology: Approaches to Video Game Music Edited by Kamp, Michiel; Summers, Tim; Sweeney, Mark, Sheffield Equinox 73-912016ACsemiotics; Super Mario Bros.; Braid; Battlefield 1942; Max Payne; paratext; peritext; Super Meat Boy; suture
Kamp, MichielAmbient Ecologies: Environmental Music in Video GamesThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.25ambient music; background music; acoustic ecology; ecological perception; nondynamic music
Kamp, MichielFour Ways of Hearing Video Game MusicNew York Oxford University Press2024BMlistening; hearing; phenomenology; ecological perception; background music; ludic music; aesthetics
Kamp, Michiel; Schuiling, FlorisGadamer’s Horizons as Interfaces for Knowing Musical WorldsGadamer, Music, and Philosophical Hermeneutics. Edited by Sam McAuliffe. Cham: Springer2024AChttps://doi.org/10.1007/978-3-031-41570-8_10interfaces; hermeneutics; Gadamer
Kamp, Michiel; Sweeney, MarkMusical Landscapes in SkyrimMusic in the Role-Playing Game Edited by Gibbons, William; Reale, Steven, Routledge, 179-1962019ACRPG; aesthetics; Elder Scrolls; Skyrim; ambient music; soundscape; nature; klangflache
Kanaga, DavidEcooperatic Music Game TheoryThe Oxford Handbook of Algorithmic Music New York Oxford University Press2018AChttps://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780190226992.001.0001/oxfordhb-9780190226992-e-11psychology; ecological; game theory; opera; playfulness
Kanamori, Shinya; Yoneda, Ryo; Yamada, MasashiCongruency between music and motion pictures in the context of video games: Effects of emotional features in musicProceedings of the 12th International Conference on Music Perception and Cognition of the European Society for the Cognitive Sciences of Music; July 23-28; 2012; Thessaloniki; Greece2012ASpsychology; congruency; excitation; experiment; pleasantness; semantic differential scales
Kaneda, MikiRhythm Heaven: Video Games; Idols; and Other Experiences of PlayThe Oxford Handbook of Mobile Music Studies, Volume 2 Edited by Gopinath, Sumanth; Stanyek, Jason, 2014AChttp://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199913657.001.0001/oxfordhb-9780199913657-e-017Rhythm Heaven; Game Boy Advance; rhythm game; Japanese bodies; moving onscreen objects; racialized ideology
Kang, Youngju; Ritzhaupt, AlbertA comparative study of game-based online learning in music appreciation: An analysis of student motivation and achievementJournal of Educational Multimedia and Hypermedia, 30 59-802021APhttps://www.learntechlib.org/primary/p/217256/education; motivation; teaching; instructional design; music appreciation
Kärjä, Antti-VilleMarketing music through computer games: the case of Poets of the Fall and Max Payne 2From Pac-Man to Pop Music Edited by Collins, Karen, Routledge, 27-442008ACproduction; marketing; copyright; authenticity; licensed music; global; local; Max Payne 2; Poets of the Fall
Kassabian, AnahidThe End of Diegesis As We Know It?The Oxford Handbook of New Audiovisual Aesthetics Edited by Richardson, John; Gorbman, Claudia; Vernallis, Carol, 2013AChttp://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199733866.001.0001/oxfordhb-9780199733866-e-032apps; diegetic; new media; nondiegetic; web sites
Kassabian, Anahid; Boschi, Elena; Buhler, James; Gorbman, Claudia; Mera, Miguel; Moseley, Roger; Sadoff, Ronald; Winters, BenRoundtable: Current Perspectives on Music, Sound, and Narrative in Screen MediaThe Routledge Companion to Screen Music and Sound Edited by Mera, Miguel; Sadoff, Ronald; Winters, Ben, Routledge, 108-1242017ACnarrative; interfaces; VR; film music; ludic challenge
Kassabian, Anahid; Jarman, FreyaGame and Play in Music Video GamesLudomusicology: Approaches to Video Game Music Edited by Kamp, Michiel; Summers, Tim; Sweeney, Mark, Sheffield, UK Equniox 116-1322016AChttps://www.equinoxpub.com/home/view-chapter/music games; rhythm games; Roger Caillois; ludology; mobile games; Tap Tap Revenge
Kayali, FaresPlaying music : design, theory, and practice of music-based gamesVienna University of Technology2008D, Doctoralhttps://repositum.tuwien.at/handle/20.500.12708/13412Otocky; Guitar Hero; music games; interface; Nintendo DS; Elektroplankton; Elite Beat Agents; FreQuency; game design; kinaesthesia; Parappa the Rapper; Sim Tunes; Vib-Ribbon
Kayali, Fares; Kotik, Petr; Martin PichlmairMobile Tangible Interfaces as Gestural Instruments5th International Music Workshop 2008; Vienna; Austria; 05/13/08-05/16/082008APmusic games; perception; game design; tangible interfaces
Kayali, Fares; Schwarz, Vera; Götzenbrucker, Gerit; Pfeffer, Jürgen; Franz, Barbara; Purgathofer, PeterSerious Beats: Transdisciplinary research methodologies for designing and evaluating a socially integrative serious music-based online gameDiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play2011APhttp://www.digra.org/wp-content/uploads/digital-library/11313.13454.pdfmusic games; design; migrants; social integration
Keeler, Kevin RVideo Games in Music Education: The Impact of Video Games on Rhythmic PerformanceVisions of Research in Music Education, 37 202020APGuitar Hero; rhythm games; virtual reality; music education; flow; Beat Saber; rhythmic achievement
Keesing, Aaron; Ooi, Matthew; Wu, Ocean; Ye, Xinghao; Shaw, Lindsay; Wünsche, Burkhard C.HIIT With Hits: Using Music and Gameplay to Induce HIIT in ExergamesProceedings of the Australasian Computer Science Week Multiconference New York, NY, USA Association for Computing Machinery2019AShttps://doi.org/10.1145/3290688.3290740psychology; virtual reality; health; sports; exercise; exergame; HIIT
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Kellman, NoahThe Game Music Handbook: A Practical Guide to Crafting an Unforgettable Musical Soundscape New York Oxford University Press2020BMcomposition; implementation; industry; practice; scoring; textbook
Kerins, MarkMultichannel Gaming and the Aesthetics of Interactive SurroundThe Oxford Handbook of New Audiovisual Aesthetics Edited by Richardson, John; Gorbman, Claudia; Vernallis, Carol, 2013AChttp://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199733866.001.0001/oxfordhb-9780199733866-e-014interactivity; immersion; rhythm games; genre; surround sound; first-person; multichannel sound; platform games; third-person
Kirby, PhilipMusical orientation in virtual space: videogame score and the spatiality of musical style and topicSocial & Cultural Geography, 23(6), 855-8722020APhttps://doi.org/10.1080/14649365.2020.1821392space; digital geographies; Musical geographies; non-representational theory; topic
Kirchberg, IrinaEthnographier l’écoute à l’ère du numérique. D’une étude sur les amateurs de musique de jeux-vidéo à l’analyse des ‟carrières d’auditeurs”En quête de musique: questions de méthode à l'ère de la numérimorphose Edited by Le Guern, Philippe, Paris Hermann 183-2032017AClistening; ethnography
Kirchberg, IrinaDe la manette à la baguette. Les publics des concerts symphoniques de musique de jeu vidéoDéchiffrer les publics de la musique classique. Perspectives comparatives; historiques et sociologiques Edited by Dirub, Stéphane, Paris Archives Contemporaines 309-3242018ACconcerts; audiences; orchestras
Kirchberg, IrinaQuels droits d’entrée dans les concerts orchestraux de musique de jeux vidéo ? Gameur.euses, spectateur.rices, musicien.nesSexe et genre des mondes culturels Lyon ENS Éditions2020AChttps://doi.org/10.4000/books.enseditions.15447
Kirke, AlexisWhen the Soundtrack Is the Game: From Audio-Games to Gaming the MusicEmotion in Video Game Soundrtacking Edited by Williams, Duncan; Lee, Newton, 65-832018ACmusic games; audio games; Minecraft; musicality; audiogames
Kizzire, JessicaDancing Mad: Music and the Apotheosis of Villainy in Final FantasyThe Music of Nobuo Uematsu in the Final Fantasy Series Edited by Anatone, Richard, Bristol Intellect 13-332022ACbattle; boss; FFVII; allusion; FFIX; FFVI; FFVIII; Kefka; villain
Kizzire, JessicaRemembering Tomorrow: Music and Nostalgia in Fallout's Retro-FutureNostalgia and Videogame Music Edited by Aksoy, Can; Pozderac-Chenevey, Sarah; Rone, Vincent, Bristol Intellect 206-2242022ACdystopia; Fallout 3; jazz; radio; retrofuturism
Kizzire, Jessica“The Place I'll return to Someday”: Musical Nostalgia in Final Fantasy IXMusic in Video Games: Studying Play Edited by Donnelly, K. J.; Gibbons, William; Lerner, Neil, New York; London Routledge 183-1982014ACFinal Fantasy; nostalgia; 8-bit; analysis; Baroque music; Renaissance music
Kizzire, JessicaThe Sound of Good and Evil in Final Fantasy VIIJournal of Sound and Music in Games, 4 71-872023APhttps://doi.org/10.1525/jsmg.2023.4.4.71narrative; Sephiroth; Final Fantasy VII; Aerith; morality; evil
Klimmt, Christoph; Possler, Daniel; May, Nicolas; Auge, Hendrik; Wanjek, Louisa; Wolf, Anna-LenaEffects of soundtrack music on the video game experienceMedia Psychology, 22 689-7132019APhttps://doi.org/10.1080/15213269.2018.1507827psychology; immersion; Alien: Isolation; emotions; space; Assassin's Creed; spatial; identification; presence
Kneschke, TristanRusted Red: Machinarium as Political AllegoryThe Intersection of Animation, Video Games, and Music Edited by Plank, Dana; Scoggin, Lisa, New York Routledge 17-312023ACCommunism; Eastern Europe; Czechoslovakia; Czech Republic; Slovakia; Machinarium; Amanita Design; Point and Click; Adventure Games; akub Dvorský; Jan Švankmajer; Jiří Trnka; Jiří Barta; Olbram Zoubek
Knight, Timothy OrrMastering Sound and Music on the Atari S. T. Berkeley Longman Higher Education1987BMcomposition; sound design; 8-bit; technology; Atari ST
Knoblauch, WilliamSIMON: The Prelude to Modern Music Video GamesMusic Video Games: Performance; Politics; and Play Edited by Austin, Michael, London Bloomsbury 2016AChistory; arcade games; hand-held; Hasbro; SIMON
Kohler, ChrisPower-Up: How Japanese Video Games Gave the World an Extra Life Indianapolis, IN Brady Games2004BMhistory; interviews; Japan; cinematic aesthetic; final fantasy
Kolassa, AlexanderHail the Nightmare: Music, Sound, and Materiality in BloodborneThe Soundtrack, 11 23-382020APhttp://oro.open.ac.uk/68375/sound design; tropes; horror; gothic; Bloodborne; film music; modernism; weird
Krättli, HannesModerne Chiptunes: Musik mit dem Game BoyVienna, University of Vienna2013D, Master'shttps://phaidra.univie.ac.at/download/o:1298827chiptune; Game Boy; Game Boy Advance; Game Boy Color; Game Boy Micro; Game Boy Pocket; Game Boy SP
Krishnaswami, RaviPlaying SongwriterCreating Songs for the Fictional Worlds of Video GamesJournal of Sound and Music in Games, 1 68-832020APhttps://online.ucpress.edu/jsmg/article/1/2/68/106830/Playing-SongwriterCreating-Songs-for-the-Fictionalludomusicology; game studies; auto-ethnography; diegetic music
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Kummen, VegardThe Discourse and Culture of Chip Music: Studying the Methods and Values of the Chipscene Kristiansand, Norway University of Agder2018D, Master'shttps://uia.brage.unit.no/uia-xmlui/bitstream/handle/11250/2565144/Kummen,%20Vegard.pdf?sequence=1ideology; aesthetics; discourse; reception
Lafont, AugustinLe son dans les jeux vidéo: du niveau du jeu ou niveau du joueur Paris Université Paris-Est Marne-La-Vallée2018D, Master'slevel design
Lajunen, ElinaLet’s play GAMEM – Research project explores the significance of game music in everyday lifeFinnish Music Quarterly, 2023APhttps://fmq.fi/articles/lets-play-gamemmemory; nostalgia; interview; GAEM; memories; social meaning
Lamb, Brendan; Smith, BarnabasFrom Skyrim to Skellige: Fantasy Video Game Music Within a Neo-Mediaevalist ParadigmMusicology Australia, 40 79-1002018APhttps://doi.org/10.1080/08145857.2018.1550140RPG; history; Elder Scrolls; Skyrim; environment; fantasy; Witcher; gameworld; medieval; folk
Langhorst, TomThe Unanswered Question of Musical MeaningThe Oxford Handbook of Interactive Audio Edited by Collins, Karen; Kapralos, Bill; Tessler, Holly, 2014AChttps://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199797226.001.0001/oxfordhb-9780199797226-e-006sound design; interaction design; musical meaning; arcade games; music cognition; tonality; user interface
Langhorst, TomThe Sound of a Serve Toss: An Informational View on the Gameworld Interface as Sonic Interface DesignThe Italian Journal of Game Studies, 2 2017APhttps://www.gamejournal.it/?p=3185Game Sound Design; Informational Spaces; Music Cognition; Persuasive Design; Semiotics; Sonic Interface Design
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Laroche, GuillaumeAnalyzing Musical Mario-media: Variations in the Music of Super Mario Video Games McGill University2012D, Master'sthemes; Super Mario Bros.; analysis; Super Mario 64; Super Mario Sunshine; Super Mario World
Lavengood, MeganTimbre, Genre, and Polystylism in Sonic the Hedgehog 3On Popular Music and Its Unruly Entanglements Edited by Braae, Nick; Hansen, Kai Arne, Cham Springer International Publishing 209-2342019AChttps://doi.org/10.1007/978-3-030-18099-7_11semiotics; intertextuality; genre; popular music; timbre; Sonic the Hedgehog 3
Lavengood, Megan; Williams, EvanThe Common Cold: Using Computational Musicology to Define the Winter Topic in Video Game MusicMusic Theory Online, 29 2023APhttps://www.mtosmt.org/issues/mto.23.29.1/mto.23.29.1.lavengoodwilliams.htmlinstrumentation; topic theory; music informatics; Christmas; percussion; corpus studies
Laws-Nicola, T. J.; Ferguson, BrentHarmonic Chains: Weaponization in Omega QuintetJournal of Sound and Music in Games, 2 (4) 1-122021APhttps://doi.org/10.1525/jsmg.2021.2.4.1idol; Omega Quintet; feminism; hypercapitalism; weaponization
Le Prado, CécileEcriture sonore : entre déterminisme, émergence et interactivité Conservatoire national des arts et metiers - CNAM2013D, Doctoralhttps://tel.archives-ouvertes.fr/tel-01124381interaction; acoustic setup; emergence
Lebanidze, LukaScoring for Exploration GameplaySound in Motion: Cinema, Videogames, Technology and Audiences Edited by Encabo, Enrique, Newcastle Cambridge Scholars Publishing 172-1812018ACRPGs; geography; location; Skyrim; Witcher III; Last of Us; Open world; landscape
Leccia, MarinuSport, Play, Games, and Sounds: A Ludomusicological Perspective on Sport (with a Special Focus on Benjamin Britten)Journal of Sound and Music in Games, 52024APhttps://doi.org/10.1525/jsmg.2024.5.3.74Benjamin Britten; games; gestures; lusory attitude; play; sport
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Lehman, FrankMethods and Challenges of Analyzing Screen MediaThe Routledge Companion to Screen Music and Sound Edited by Mera, Miguel; Sadoff, Ronald; Winters, Ben, Routledge 2017ACmodularity; Schenker; theory; film music; Portal 2; analyzing; approaches; Michael Morasky; Neo-Riemannian; Portal
Lehtonen, LasseEditorial: Video game music – all around us yet often ignoredFinnish Music Quarterly, 2023APhttps://fmq.fi/articles/editorial-video-game-musicperformance; concerts; introduction; Finland; global; Scandinavia
Lehtonen, LasseBetween different worlds – Locating “Finland” in Final Fantasy V Dear FriendsFinnish Music Quarterly, 2023APhttps://fmq.fi/articles/final-fantasy-v-dear-friendsFinal Fantasy; album; finland; kantele; joik
Lehtonen, LasseEarly Discourse About Video Game Music in Japan: Children’s Music, Electronic Bleeps, and the Legitimization of a GenreJournal of Sound and Music in Games, 52024APhttps://doi.org/10.1525/jsmg.2024.5.2.86genre; Japan; Dragon Warrior; Koichi Sugiyama; Dragon Quest; music history; children's music
Lemon, Andrew; Rietveld, Hillegonda C.Female Credit: Excavating Recognition for the Capcom Sound TeamThe Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 376-3882021AChttps://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/female-credit-excavating-recognition-for-the-capcom-sound-team/DE0CC25CB4924D3CDF76E0B450FBC86CHistory; historiography; Bionic Commando; Commando; Gender; Ghouls 'n Ghosts; Harumi Fujita; ports; remakes; Tamayo Kawamoto
Lemon, Andy; Rietveld, Hillegonda C.The Street Fighter Lady: Invisibility and Gender in Game CompositionTransactions of the Digital Games Research Association, 5 2020APhttp://todigra.org/index.php/todigra/article/view/112gender; arcade game culture; game music composition; Street Fighter
Lendino, James RScoring for the Modern Computer GameInternational Computer Music Assosciation, 41998APcomposition; dynamic music; aesthetics; technology; middleware
Lerner, NeilMario's Dynamic Leaps: Musical Innovations (and the Specter of Early Cinema) in Donkey Kong and Super Mario Bros.Music in Video Games Edited by Donnelly, K.J.; Gibbons, William; Lerner, Neil, Routledge, 1-292014ACDonkey Kong; early cinema; history; mickey-mousing; silent film; Super Mario Bros.
Lerner, NeilThe Origins of Musical Style In Video Games, 1977–1983The Oxford Handbook of Film Music Studies Edited by Neumeyer, David, 2013AChttps://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780195328493.001.0001/oxfordhb-9780195328493-e-015Donkey Kong; history; silent film; film music; musical score; screen action; Space Invaders; wall-to-wall music
Lerner, NeilA History of Early US Pinball Sound, 1871–1939The Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.8sound design; history; pinball; bagatelle; early video games; coin-operated amusements
Lesser, Andrew J.An Investigation of Digital Game-Based Learning Software in the Elementary General Music ClassroomJournal of Sound and Music in Games, 1 (2) 1-242020APhttps://online.ucpress.edu/jsmg/article/1/2/1/106829/An-Investigation-of-Digital-Game-Based-Learningtechnology; music education; video games; digital games; software
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Levy, Laura M.The effects of background music on video game play performance, behavior and experience in extraverts and introverts Georgia Institute of Technology2015D, Master'shttps://smartech.gatech.edu/handle/1853/54462flow; background music; behavior; big five; cognitive performance; extravert; introvert
Li, Edwin K. C.Line Rider and Ludomusical ExcessesJournal of Sound and Music in Games, 52024APhttps://doi.org/10.1525/jsmg.2024.5.1.1affect; Chinese music; excess; Line Rider
Li, Fan; Song, Liuyan Y.Video Game Music and Cultural Dissemination: A Study of Honour of Kings as a MOBA GameGalactica Media: Journal of Media Studies, 52023APhttps://galacticamedia.com/index.php/gmd/article/view/389Video Game Music; Popular Music; Chinese Traditional Culture; Cultural Dissemination; Honour of Kings
Liebe, MichaelInteractivity and Music in Computer GamesMusic and Game: Perspectives on a Popular Alliance Edited by Moormann, Peter, Wiesbaden Springer Fachmedien 41-622013AChttps://doi.org/10.1007/978-3-531-18913-0_2Computer Game; Game Design; Game Engine; Game Mechanic; Player Performance
Lieberman, DavidGame enhanced music manuscriptProceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia - GRAPHITE '06 Kuala Lumpur, Malaysia ACM Press2006AShttp://portal.acm.org/citation.cfm?doid=1174429.1174472composition; performance; concerts; game scores
Liljedahl, MatsSound for Fantasy and Freedomhttps://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-61692-828-5.ch002 Edited by Grimshaw, Mark, IGI Global 2011AChttps://www.igi-global.com/gateway/chapter/www.igi-global.com/gateway/chapter/46785immersion; game mechanics; perception; GameFlow; Interactive Institute; Physical environment; senses; Sonic Studio; stimuli; voices
Lind, StephanieActive Interfaces and Thematic Events in The Legend of Zelda: Ocarina of TimeMusic Video Games: Performance; Politics; and Play Edited by Austin, Michael, London Bloomsbury 2016ACimmersion; leitmotif; Zelda; Nintendo; diegetic; virtual instrument
Lind, StephanieMusic as temporal disruption in Assassin’s CreedThe Soundtrack, 11 57-732020APsoundscape; Assassin's Creed; disruption; hypervisual; music analysis; transcription
Lind, StephanieAuthenticity in the Music of Video Games Lanham, MD Lexington Books2023BMUndertale; nostalgia; retro; history; analysis; Halo; theory; Skyrim; representation; Assassin's Creed; medievalism; medieval; Hades; Dragon Age; Stronghold; Sonic; Samba de Amigo; Obra Dinn; Detroit; Conker's Bad Fur Day; Papers, Please; This War of Mine
Lind, StephanieMusical Repetition and Predictive Gameplay in Rhythm GamesThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.15structure; kinesonic congruence; dance; Dance Dance Revolution; Beat Saber; gesture; Just Dance
Lipscomb, Scott D.; Zehnder, Sean M.Immersion in the virtual environment: the effect of a musical score on the video gaming experienceJournal of Physiological Anthropology and Applied Human Science, 23 337-3432004APimmersion; cognition; perception; virtual environment; film music
Little, KyleMusicianship and Gaming: Investigating Adolsecents' Experiences University of Wollongong2013D, Master'shttps://ro.uow.edu.au/cgi/viewcontent.cgi?article=4946&context=thesesGuitar Hero; Rock Band; education; cultural capital; schools; syllabus
Liu, YihuiAdvanced Dynamic Music: Composing Algorithmic Music in Video Games as an Improvisatory Device for Players United States -- California University of California, Irvine2021D, Ph.D.https://www.proquest.com/docview/2561878619/abstract/899E6DC4917E430FPQ/1Advanced dynamic music; Algorithmic composition; Dynamic music; Procedural music; Video game music
Livingstone, Steven; Brown, AndrewDynamic Response: Real-Time Adaptation for Music EmotionACM International Conference Proceeding Series. Vol. 123.2005ASadaptive music; emotion; dynamic response
Lomeland, Jon IngeHow Can Interactive Music be Used in Virtual Worlds Like World of Warcraft?The Oxford Handbook of Interactive Audio Edited by Collins, Karen; Kapralos, Bill; Tessler, Holly, 2014AChttps://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199797226.001.0001/oxfordhb-9780199797226-e-007nostalgia; MMORPG; interactive music; World of Warcraft; composition techniques; listener fatigue
Lopez Duarte, Alvaro E.Algorithmic interactive music generation in videogames: A modular design for adaptive automatic music scoringSoundEffects - An Interdisciplinary Journal of Sound and Sound Experience, 9 38-592020APhttps://www.soundeffects.dk/article/view/118245algorithmic music; dynamic music; AI; Markov models; Narrative; Wwise
López Ibáñez, Manuel; Álvarez, Nahum; Peinado, FedericoTowards an Emotion-Driven Adaptive System for Video Game MusicAdvances in Computer Entertainment Technology Edited by Cheok, Adrian David; Inami, Masahiko; Romão, Teresa, Cham Springer International Publishing 360-3672018ASAffective computing; Interactive digital storytelling; Player experience; Procedural content generation
Lorenzo Hernández, María; Bernabeu Hernández, ArmandoA Watercolor That Can Be Played: Gris and the Appeal of Handmade Indie GamesThe Intersection of Animation, Video Games, and Music Edited by Plank, Dana; Scoggin, Lisa, New York Routledge 32-452023ACemotions; indie games; Nomada Studio; Conrad Roset; watercolor
Lujan, Frank DanielPersonifying dynamic video game music through live performance : a rescoring of RiME. Baylor University2020D, Master'shttps://baylor-ir.tdl.org/handle/2104/10996composition; performance; dynamic music; puzzle games; RiME
Lumumba-Kasongo, EnongoBeyond Nerdcore: Hip-Hop, Race, and the Business of Gamer-RapThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.26hip-hop; interview; autoethnography; gamer-rap; nerd/geek rap; nerdcore; practitioner
Machin, David; Leeuwen, Theo vanSound, music and gender in mobile gamesGender and Language, 10 412-4322016APhttps://journal.equinoxpub.com/GL/article/view/11399value; Semiotics; Dragon Island Race; Genie Palace Divine; positioning
Maenhout, JohnSonic Representations of Categorical Difference in Diegetic Video Game Music Chapel Hill Graduate School University of North Carolina2018D, Master'shttps://cdr.lib.unc.edu/concern/dissertations/4f16c286v?locale=engender; race; music education; video games; pedagogy; sexuality; Fire Emblem
Mancey, KateMusic and Motion in First-Person Virtual Reality GamesThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.18immersion; virtual reality; engagement; place illusion; plausibility illusion; motion in music
Mandanici, Marcella; Altieri, Federico; Rodà, Antonio; Canazza, SergioInclusive sound and music serious games in a large-scale responsive environmentBritish Journal of Educational Technology, 49 620-6352018APhttps://onlinelibrary.wiley.com/doi/abs/10.1111/bjet.12630education; environments; disability; children; blindness; improvisation
Marcos, Germán RuizAn investigation on the automatic generation of music and its application into video games2019 8th International Conference on Affective Computing and Intelligent Interaction Workshops and Demos (ACIIW) 2019ASalgorithmic composition; Analytical models; Generators; Harmonic analysis; Hidden Markov models; Real-time systems
Marievych, Nataliia; Kuziv, Mariia; Doroshenko, Tеtiana; Aliksiichuk, Olena; Borysova, Tetiana; Fedorchuk, ViktoriiaTraining Future Primary School Teachers to Organize Game-Based Music ActivitiesRevista Romaneasca pentru Educatie Multidimensionala, 14 15-312022APhttps://www.lumenpublishing.com/journals/index.php/rrem/article/view/3695play; education; gnoseological-cognitive approach; reflexive readiness
Mariucci, AndreaSounds and Memories from Distant Worlds: An (Auto)Ethnography of Fabula UltimaJournal of Sound and Music in Games, 52024APhttps://doi.org/10.1525/jsmg.2024.5.3.19cultural memory; Final Fantasy; Japan; table-top; transcultura; TTRPG
Marks, AaronThe Complete Guide to Game Audio: For Composers, Musicians, Sound Designers, Game Developers Burlington, MA ; Oxford A K Peters/CRC Press2008BMcomposition; sound design; how-to
Marks, Aaron; Novak, JeannieGame Development Essentials: Game Audio Development Australia ; Clifton Park, NY Delmar Publishing2008BMcomposition; sound design; how-to
Marquez, IsraelPlaying new music with old games: The chiptune subcultureG|A|M|E Games as Art, Media, Entertainment, 1 2014APhttps://www.gamejournal.it/3_marquez/chipmusic; chiptune; hacking; subculture; culture; popular music
Marshall, WayneSocial Dance in the Age of (Anti-)Social Media: Fortnite, Online Video, and the Jook at a Virtual CrossroadsJournal of Popular Music Studies 31 (4); 3-152019APhttps://online.ucpress.edu/jpms/article/31/4/3/109341/Social-Dance-in-the-Age-of-Anti-Socialdance; Fortnite; patriarchy; social media; youth culture
Martello, Anthony Juan8-Bit Heroes: A Look into the Development and Presence of Early Video Game Music in Popular Culture Wesleyan University2010D, Undergraduatehttps://digitalcollections.wesleyan.edu/islandora/object/ir%3A1265/8-bit; Super Mario Bros.; popular music
Marumo, Natsuhiro; Tsutsui, Yuji; Yamada, MasashiSemantic Congruency Between Music and Video in Game ContentsAdvances in Human Factors in Wearable Technologies and Game Design Edited by Ahram, Tareq Z., Cham Springer International Publishing 366-3722019ASemotions; Audio-visual Semantic differential method; Emotion; Semantic congruency
Matz, John RobertScoring Mythology, Megacorps, and Magic: The Music of MythgardJournal of Sound and Music in Games, 3 60-632022APhttps://doi.org/10.1525/jsmg.2022.3.1.60composition; dynamic music; Card game; industry perspective; Mythgard
Mauch, Addrich»Vrummmummmmm FVISH!«: Soundscapes as Part of Constant Conversations in Action-Adventure Video Game HeterotopiasMarburg: Büchner-Verlag2024BMhttps://www.buechner-verlag.de/buch/vrummmummmmm-fvish/Assassin's Creed: Valhalla; ethnomusicology; fieldwork; Horizon Zero Dawn; interface; perception; reality; sites; soundscape; space; Star Wars: Jedi Fallen Order; worldbuilding; worlds
Mc Glynn, James DenisThe “Cinematic Promise” of Video Game Music: Stylistic Convergence, Current-Generation Remakes, and the Case of Final Fantasy VIIJournal of Sound and Music in Games, 4 108-1382023APhttps://doi.org/10.1525/jsmg.2023.4.4.108Nobuo Uematsu; Final Fantasy VII; film music; remakes; stylistic convergence
McAlpine, KennethA Response to Peter SmuckerJournal of Sound and Music in Games, 1 124-1242020APhttps://online.ucpress.edu/jsmg/article/1/1/124/2329/A-Response-to-Peter-SmuckerNintendo; Kenneth McAlpine; Peter Smucker; Sega
McAlpine, KennethThe Sound of 1-bit: Technical constraint and musical creativity on the 48k Sinclair ZX SpectrumG|A|M|E Games as Art, Media, Entertainment, 1 2017APhttps://www.gamejournal.it/?p=3159composition; chiptune; history; 1-bit music; ZX Spectrum; constraint
McAlpine, Kenneth B.Bits and Pieces: A History of Chiptunes New York Oxford University Press2018BMhttps://oxford.universitypressscholarship.com/10.1093/oso/9780190496098.001.0001/oso-9780190496098chiptune; Commodore; 8-bit; Game Boy; Rob Hubbard; Atari; NES; Nintendo
McAlpine, Kenneth B.All Aboard the Impulse Train: A Retrospective Analysis of the Two-Channel Title Music Routine in Manic MinerThe Computer Games Journal, 4 155-1682015APhttp://link.springer.com/10.1007/s40869-015-0012-xchiptune; 1-bit music; binary impulse train analysis; ZX spectrum
McAlpine, Kenneth B.Shake and Create: Reappropriating Video Game Technologies for the Enactive Learning of MusicSerious Games and Edutainment Applications : Volume II Edited by Ma, Minhua; Oikonomou, Andreas, Cham Springer International Publishing 77-972017AChttps://doi.org/10.1007/978-3-319-51645-5_4hacking; music education; enactive learning; gestural control; KIDI; MIDI interfaces
McAlpine, Kenneth B.Chiptune, Ownership and the Digital UndergroundThe Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 33-512021AChttps://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/chiptune-ownership-and-the-digital-underground/4575C27508AF724E8ECF00C0CC5C2C24piracy; hackers; Ben Daglish; copy protection; cracktro; demoscene; lo-fi; Mark Knight; PSG; warez
McAlpine, Kenneth B.; Cook, James; Selfridge, RodHearing history: a virtual perspective on music performance3D Audio Edited by Paterson, Justin; Lee, Hyunkook, Routledge 2021ACvirtual reality; history; VR; historical music; historical musicology; performance practice; performance space; reconstrucion; venues
McAlpine, KennyPress Play on Tape: 8-Bit Composition on the Commodore 64Innovation in Music Edited by Hepworth-Sawyer, Russ; Hodgson, Jay; Paterson, Justin; Toulson, Rob, Routledge 2019ACcomposition; chiptune; Commodore 64; 8-bit music
McCorkle Okazaki, BrookeOnna no Jidai: Women and Video Game Sound in 1980s JapanThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.9gender; Japan; politics; sound designer; Capcom; composer; 1980s; economy; female
McIntyre, Phillip; Velikovsky, J. T.A Creative System in Action: Bringing Video Game Music and Sound into BeingThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.50creativity; games industry; system-based approach; Romanticism; rationalism
McKittrick, MeganScott Pilgrim vs. The Veteran Gamer: The Canonization and Commodification of Nostalgia in Anamanaguchi's 8-bit Video Game SoundtrackReconstruction: Studies in Contemporary Culture, 14 2014APhttps://web.archive.org/web/20140720050942/http:/reconstruction.eserver.org/Issues/141/McKittrick.shtmlchiptune; nostalgia; 8-bit; postmodernism; Anamanaguchi; Scott Pilgrim vs. the World
McSweeney, AnthonyRob Hubbard's Music: Disassembled; Commented and ExplainedC=Hacking, 5 1993APhttp://ffd2.com/fridge/chacking/c=hacking5.txtC64; chips; hacking; Commodore 64; Rob Hubbard; SID
Medina-Gray, ElizabethModular Structure and Function in Early 21st-Century Video Game Music Yale University2014D, Doctoralhttps://www.academia.edu/7594328/Modular_Structure_and_Function_in_Early_21st_Century_Video_Game_Musicmodularity; structure; earcons; Flower; indeterminate music; loops; smoothness; transitions
Medina-Gray, ElizabethAnalyzing Modular Smoothness in Video Game MusicMusic Theory Online, 25 2019APhttps://www.mtosmt.org/issues/mto.19.25.3/mto.19.25.3.medina.gray.htmlmodularity; dynamic music; smoothness; modular music; Portal 2; probability; The Legend of Zelda: The Wind Waker
Medina-Gray, ElizabethMeaningful Modular Combinations: Simultaneous Harp and Environmental Music in Two Legend of Zelda GamesMusic in Video Games Edited by Donelly, Kevin; Gibbons, William; Lerner, Neil, Routledge 2014ACanalysis; The Legend of Zelda; smoothness; transitions; instruments
Medina-Gray, ElizabethModularity in Video Game MusicLudomusicology Edited by Kamp, Michiel; Summers, Tim; Sweeney, Mark, Equinox Publishing 53-722016AChttps://journals.equinoxpub.com/books/article/view/23902avant-garde; analysis; indeterminacy; John Cage; Pierre Boulez
Medina-Gray, ElizabethMusical Dreams and Nightmares: An Analysis of FlowerThe Routledge Companion to Screen Music and Sound Edited by Mera, Miguel; Sadoff, Ronald; Winters, Ben, Routledge 2017ACinteractivity; analysis; theory; smoothness; generative; disjunction; Modularity; procedural; Vincent Diamante
Medina-Gray, ElizabethInteracting with Soundscapes: Music, Sound Effects and Dialogue in Video GamesThe Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 176-1922021AChttps://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/interacting-with-soundscapes-music-sound-effects-and-dialogue-in-video-games/235D4D126E56187EE6ED098594BABB64voice; soundscape; Dragon Quest; Dragon Warrior; auditory icon; earcon; kinesonic synchresis; musical sound; musicality; sfx; Super Mario Galaxy; text
Medina-Gray, ElizabethAbstract Representations of Voices in Video GamesThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.16dialogue; voice; imagination; musical analysis; technological mediation; abstract representation; social semiotics
Melendez, ElisaFor Those About to Rock: Gender Codes in the Rock Music Video Games Rock Band and Rocksmith Florida International University2018D, Doctoralhttps://digitalcommons.fiu.edu/etd/3685gender; ethnography; inclusivity; autoethnography; feminism; sexuality
Meneguette, Lucas CorreiaA afinação do mundo virtual: identidade sonora em jogos digitais University of São Paolo2016D, Doctoralhttps://sapientia.pucsp.br/handle/handle/repositorio.pucsp.br/handle/handle/19060acoustic ecology; ludofunctional characterization; sound palette; world building
Mera, MiguelInvention/Re-inventionMusic, Sound, and the Moving Image, 3 441972009APhttp://www.liverpooluniversitypress.co.uk/journals/article/51989/intertextuality; film; film music; cross-mediality; Second Life; Tomb Raider
Mera, MiguelAn Interview with James HanniganMusic, Sound, and the Moving Image, 3 99-1152009APhttps://muse.jhu.edu/article/315794composition; dynamic music; leitmotif; technology; film music; Harry Potter; composer interview
Mercer, AndrewGame Play to Music Play - Video Games in the Music RoomThe Canadian Music Educator, 50 (3) 452009APhttps://www.proquest.com/openview/de8c5ab2430e62d4e15f68cf99405e32/1?cbl=45770&pq-origsite=gscholareducation; classroom
Merlini, MattiaThe Eclectic Case of Japanese Video Game MusicJournal of Sound and Music in Games, 4 30-522023APhttps://doi.org/10.1525/jsmg.2023.4.3.30eclecticism; postmodernism; Japan; mukokuseki; anime; Japanese music; postmodernity
Meyer, CharlesDu mutisme au dialogue; les interactions vocales dans les jeux vidéo Ecole nationale supérieure Louis Lumière2015D, Master'shttp://www.omnsh.org/sites/default/files/du_mutisme_au_dialogue_-_charles_meyer_-_2015.pdfnarration; immersion; gameplay; spectral analysis; vocal recognition; vocal writing
Meyer, CharlesIncorporation et écologie sonore vidéoludiques : la marche sonore comme outil d’analyseKinéphanos, Special Issue, 2020 73-1002020APhttps://www.kinephanos.ca/2020/incorporation/acoustic ecology; video games; Incorporation; sound analysis; soundwalks
Meyer, CharlesJeux de voies et jeux de voix Étudier les écritures sonores vidéoludiques à partir du genre du simulateur de marcheSciences du jeu, 20-212023APhttp://journals.openedition.org/sdj/5859walking simulator; acousmatic narrator; écriture sonore; narrateur acousmatique; sémio-pragmatique; semiopragmatics; simulateur de marche; sound writing; transdiégéticité; transdiegeticity
Michailowsky, AlexeiPatsy Gallant and Video Games: Analyzing Game Music Influences and Game Narrative Intersections on the Album Take Another Look (1984)Journal of Sound and Music in Games, 3 29-472022APhttps://doi.org/10.1525/jsmg.2022.3.4.29narrative; semiotics; analysis; Canada; concept album; cyborg; synthesizer
Michalakos, ChristosDesigning Musical Games for Electroacoustic ImprovisationOrganized Sound, 26 78-882021APhttps://www.cambridge.org/core/journals/organised-sound/article/designing-musical-games-for-electroacoustic-improvisation/D798689D815EB7286F5FDA85E4EBCF6Fdrum kit; electroacoustic music; game pieces; improvisation; instrument design; performance; skills
Michelmore, GuyBuilding Relationships: The Process of Creating Game MusicThe Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 64-732021AChttps://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/building-relationships-the-process-of-creating-game-music/D3B107DB4B97E6FDC7F55A4785FEB115adaptive music; dynamic music; structure; interactivity; implementation; loops; recording; budget; composing; stems
Millar, Stephen R; Power, Martin J; Widdop, Paul; Parnell, Daniel; Carr, James, (eds)Football and Popular Culture: Singing Out from the StandsNew York: Routledge 2021BMhttps://www.routledge.com/Football-and-Popular-Culture-Singing-Out-from-the-Stands/Millar-Power-Widdop-Parnell-Carr/p/book/9780367433505chants; football; popular culture; songs
Millea, JamesRave Racing: Electronic Dance Music and Immersion in WipEoutJournal of Sound and Music in Games, 4 72-902023APhttps://doi.org/10.1525/jsmg.2023.4.1.72interactivity; immersion; EDM; electronic dance music; racing games; rave; techno; Wipeout
Millea, JamesPop Shove-It, Pop Music: Tunes, Tricks, and Transmediality in Tony Hawk’s Pro SkaterThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.49transmediality; authenticity; popular music; Tony Hawk's Pro Skater; skateboarding culture
Miller, Ben J.Music Learning through Video Games and Apps: Guitar Hero, Rock Band, Amplitude, Frequency, and Rocksmith, and Bandfuse , and Bit.Trip Complete, and Audiosurf, and Beat Hazard, and Biophilia (review)American Music, 31 511-5142013APhttps://muse.jhu.edu/article/541150composition; education; teaching; apps; theory
Miller, KiriThe Accidental Carjack: Ethnography, Gameworld Tourism, and Grand Theft AutoGame Studies, 8 2008APhttp://gamestudies.org/0801/articles/millerhip-hop; rap; radio; Grand Theft Auto; licensed music; ethnography; avatar; culture; place
Miller, KiriPlaying Along: Digital Games, YouTube, and Virtual PerformanceNew York Oxford University Press2012BMhttps://oxford.universitypressscholarship.com/10.1093/acprof:oso/9780199753451.001.0001/acprof-9780199753451Guitar Hero; music games; performance; ethnomusicology; Grand Theft Auto
Miller, KiriPlayable Bodies: Dance Games and Intimate Media New York Oxford University Press2017BMhttps://oxford.universitypressscholarship.com/10.1093/acprof:oso/9780190257835.001.0001/acprof-9780190257835music games; performance; play; gender; dance central; just dance
Miller, KiriVirtual and Visceral Experience in Music-Oriented Video GamesThe Oxford Handbook of Sound and Image in Digital Media Edited by Vernallis, Carol; Herzog, Amy; Richardson, John, 2013AChttps://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199757640.001.0001/oxfordhb-9780199757640-e-032Guitar Hero; performance; Rock Band; immersion; ethnomusicology; instrument; DJ; DJ Hero; game; guitar; virtual
Miller, KiriMultisensory Musicality in Dance CentralThe Oxford Handbook of Interactive Audio Edited by Collins, Karen; Kapralos, Bill; Tessler, Holly, 2014AChttps://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199797226.001.0001/oxfordhb-9780199797226-e-017interactivity; ethnomusicology; interface; participatory culture; Dance Central; dance; multisensory; rhythm game; sound studies
Miller, KiriSchizophonic Performance: Guitar Hero, Rock Band, and Virtual VirtuosityJournal of the Society for American Music, 3 395-4292009APhttps://www.cambridge.org/core/journals/journal-of-the-society-for-american-music/article/abs/schizophonic-performance-guitar-hero-rock-band-and-virtual-virtuosity/87327008319F70A4E56E4D5DF7CE6C0Dsurvey; Guitar Hero; music games; performance; authenticity; realism; response
Miller, KiriJacking the Dial: Radio, Race, and Place in "Grand Theft Auto"Ethnomusicology, 51 402-4382007APhttps://www.jstor.org/stable/20174544survey; hip-hop; rap; radio; Grand Theft Auto; licensed music; empirical; ethnography; avatar; culture; place; player choice
Miller, KiriGrove Street Grimm: "Grand Theft Auto" and Digital FolkloreThe Journal of American Folklore, 121 255-2852008APhttps://www.jstor.org/stable/20487609hip-hop; Grand Theft Auto; licensed music; empirical; ethnography; performance practice; folklore
Mitchell, HelenLet's mix it up: interviews exploring the practical and technical challenges of interactive mixing in gamesOxford Handbook of Interactive Audio Edited by Collins, Karen; Kapralos, Bill; Tessler, Holly, 2014AChttps://hull-repository.worktribe.com/output/381331/lets-mix-it-up-interviews-exploring-the-practical-and-technical-challenges-of-interactive-mixing-in-gamesmixing; dynamic; sound effects; Foley; interactive; real-time integration
Mitchell, HelenPlug-In to Fear: Game Biosensors and Negative Physiological Responses to MusicMusic and the Moving Image, 8 37-572015APhttps://www.jstor.org/stable/10.5406/musimoviimag.8.1.0037horror; biosensors; brain computer interfaces; EEG
Mitchell, Helen R.Fear and the musical avant-garde in games: Interviews with Jason Graves, Garry Schyman, Paul Gorman and Michael KamperHorror Studies, 5 2014APhttps://hull-repository.worktribe.com/output/381305/fear-and-the-musical-avant-garde-in-games-interviews-with-jason-graves-garry-schyman-paul-gorman-and-michael-kamperhorror; fear; emotions; film; cinema; boredom; gore; psychological effects
Mitchell, RossChanging Times: The Diatonic Rhythms of Nobuo Uematsu's Final Fantasy Battle MusicThe Music of Nobuo Uematsu in the Final Fantasy Series Edited by Anatone, Richard, Bristol Intellect 67-962022ACbattle music; cyclical rhythms; diatonicism; ludic tension; rhythm; transitory rhythms
Morin-Simard, AdreaneL’interférence musicale au cinéma, à la télévision et dans le jeu vidéo University of Montreal2014D, Master'shttps://papyrus.bib.umontreal.ca/xmlui/bitstream/handle/1866/11628/Morin-Simard_Andreane_2014_memoire.pdf?sequence=4
Morin-Simard, AndréaneGamers (Don't) Fear the Reaper: Musical Intertextuality and Interference in Video GamesContemporary Research on Intertextuality in Video Games 2016ACintertextuality; television; cinema; interference; popular song
Morisset, AntoineLudomusicologie: Origines et Méthodes Poitiers Université de Poitiers2018D, Master'shistory of ludomusicology; methodology
Morisset, AntoineComprendre un jeu par sa musique Une analyse narrative de la musique de The Legend of Zelda : The Wind WakerRomanesques Revue du Cercll / Roman, Hors-série. Jeu vidéo et romanesque 101-1152021APhttps://classiques-garnier.com/romanesques-2021-revue-du-cercll-roman-romanesque-hors-serie-jeu-video-et-romanesque-comprendre-un-jeu-par-sa-musique.html
Moritzen, KarinaOpening Up Virtual Mosh Pits: Music Scenes and In-Game Concerts in Fortnite and MinecraftJournal of Sound and Music in Games, 3 115-1402022APhttps://doi.org/10.1525/jsmg.2022.3.2-3.115Fortnite; Minecraft; hyperpop; music scenes; Open Pit; Travis Scott
Morris, JeremyApp MusicThe Oxford Handbook of Music and Virtuality Edited by Whiteley, Sheila; Rambarran, Shara, Oxford Oxford University Press 477-4942016ACinteractivity; apps; Biophilia; Bjork; CD-ROMs; commodity; cultural goods; enhanced CDs; Lady Gaga
Moseley, RogerPlaying games with music; and vice versa: performance and recreation in Guitar Hero and Rock BandTaking It to the Bridge: Music as Performance Edited by Cook, Nicholas; Pettengill, Richard, Ann Arbor Universtiy of Michigan Press 279-3182013ACGuitar Hero; ludus; paidia; Rock Band; virtuosity; games; music; Roger Caillois
Moseley, RogerKeys to Play: Music as a Ludic Medium from Apollo to NintendoUniversity of California Press2016BMhttps://www.jstor.org/stable/10.1525/j.ctt1kc6k47ludus; paidia; play; interactivity; musicology; interfaces; myth; history; Nintendo; keyboard; Mario; piano
Moseley, RogerMusic, Visual Culture, and Digital GamesThe Routledge Companion to Music and Visual Culture Edited by Shephard, Tim; Leonard, Anne, New York Routledge 376-3842013ACludus; rhythm; literacy; technological development; media theory
Moseley, Roger; Saiki, AyaNintendo's Art of Musical PlayMusic in Video Games: Studying Play Edited by Donelly, Kevin; Gibbons, William; Lerner, Neil, New York; London Routledge 2014ACmusic games; interfaces; Nintendo; Game & Watch; instruments; Wii Music
Mouraviev, IvanThe Synchretic Network: Linking Music, Narrative, and Emotion in the Video Game JourneyNota Bene: Canadian Undergraduate Journal of Musicology, 10 2017APhttps://ojs.lib.uwo.ca/index.php/notabene/article/view/6613narrative; emotion; digital art; Dominic Lopes; Jochen Kleres; Michel Chion; synchresis
Mullan, EoinPhysical Modelling for Sound SynthesisGame Sound Technology and Player Interaction: Concepts and Developments Edited by Grimshaw, Mark, Hershey PA IGI Global 340-3602011ACsynthesis; interaction; perception; environments; physical modelling; physics; procedural audio; realism; technology; virtuality
Munday, RodMusic in Video GamesMusic, Sound and Multimedia: From the Live to the Virtual Edited by Sexton, J, 51-672007APhttps://www.academia.edu/764173/3_MUSIC_IN_VIDEO_GAMESimmersion; diegesis; environment; cognitive immersion; mythic immersion
Mundhenke, FlorianResourceful Frames and Sensory Functions – Musical Transformations from Game to Film in Silent HillMusic and Game: Perspectives on a Popular Alliance Edited by Moormann, Peter, Wiesbaden Springer Fachmedien 107-1242013AChttps://doi.org/10.1007/978-3-531-18913-0_6Sound Design; Film Sound; Original Music; Police Officer; Sound Effect
Mungan, Remzi YagizPerforming video games: Approaching games as musical instruments Purdue University2013D, Master'shttps://docs.lib.purdue.edu/dissertations/AAI1549428performance; installation; interface; flow; instruments
Murphy, David; Neff, FlaithriSpatial Sound for Computer Games and Virtual RealityGame Sound Technology and Player Interaction: Concepts and Developments Edited by Grimshaw, Mark, Hershey PA IGI Global 287-3122011AChead releated transfer function; HRTFs; sparial sound; synthetic environments; virtual reality
Mussies, MartineA Ludomusicologist Goes to the MuseumA Review of Videogames: Design/Play/Disrupt at the Victoria and Albert MuseumJournal of Sound and Music in Games, 1 125-1322020APhttps://online.ucpress.edu/jsmg/article/1/1/125/2330/A-Ludomusicologist-Goes-to-the-MuseumA-Review-ofcanon; curation; museum; game design; Exhibition; expo; game culture; V&A Museum; Victoria and Albert Museum
Nacke, Lennart E.; Grimshaw, MarkPlayer-Game Interaction Through Affective SoundGame Sound Technology and Player Interaction: Concepts and Developments Edited by Grimshaw, Mark, IGI Global 264-2852011AChttps://www.igi-global.com/chapter/player-game-interaction-through-affective/www.igi-global.com/chapter/player-game-interaction-through-affective/46796aesthetics; interaction; sound; emotions; empirical; experience; Affective activity; physiological; psychological; psychophysiological
Nacke, Lennart E.; Grimshaw, Mark N.; Lindley, Craig A.More than a feeling: Measurement of sonic user experience and psychophysiology in a first-person shooter gameInteracting with Computers, 22 336-3432010APhttps://www.sciencedirect.com/science/article/pii/S0953543810000391empirical; experiment; cognitive; EDA; EMG; GEQ; Half-Life 2; psychophysiology; user experience
Naxer, MeghanA Hidden Harmony: Music Theory Pedagogy and Role-Playing GamesMusic in the Role-Playing Game Edited by Gibbons, William; Reale, Steven, Routledge 2019ACeducation; learning; engagement; gamification; syllabus; choice; difficulty; classroom; course; failure; SDT; self-determination theory; skill
Newcomb, David LawrenceThe Fundamentals of the Video Game Music GenreVirginia James Madison University2012D, Doctoralhttps://www.proquest.com/docview/1015388890/abstract/F128BCD306884B8EPQ/1genre; companies; market
Newman, J.The music of microswitches: preserving videogame sound — a proposalThe Computer Games Journal, 7 261-2782018APhttps://doi.org/10.1007/s40869-018-0065-8archiving; microswitches; preservation
Newman, JamesDriving the SID chip: Assembly language, composition, and sound design for the C64G|A|M|E Games as Art, Media, Entertainment, 1 2017APhttps://www.gamejournal.it/?p=3153Commodore; SID chip; design potential: Rob Hubbard; driver affordance; Martin Galway
Newman, JamesBefore Red Book: Early Video Game Music and TechnologyThe Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 12-322021AChttps://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/before-red-book-early-video-game-music-and-technology/4A13A798338DE8D01227D95A0722D7ACchiptune; aesthetics; Rob Hubbard; Atari; chip music; Koji Kondo; Amiga; Commodore 64 (C64); Junko Ozawa; Nintendo Entertainment System (NES)
Nguyen, ThomasGamification and Formal Practice: A Pilot Study on Gamification’s Contributions to Early Childhood Student Teachers’ Musical PracticeMusic Technology in Education: Channeling and Challenging Perspectives Edited by Eiksund, Øyvind Johan; Angelo, Elin; Knigge, Jens, Oslo Cappelen Damm Akademisk 103-1302020AChttps://press.nordicopenaccess.no/index.php/noasp/catalog/book/108motivation; practice; gamification; intervention design; singing; ukelele
Nordin, JesperDreaming of new musical interaction – the interactive music in the project DreamInternational Journal of Performance Arts and Digital Media2024APhttps://doi.org/10.1080/14794713.2024.2328007composition; video game music; Interactive music; non-linear music; Reactional Music
North, Adrian C.; Hargreaves, David J.Music and driving game performanceScandinavian Journal of Psychology, 40 285-2921999APhttps://onlinelibrary.wiley.com/doi/abs/10.1111/1467-9450.404128performance; psychology; experiment; arousal; cognitive processing; Indianapolis 500; racing game
Nouwen, Marije; Schepers, Selina; Mouws, Karen; Slegers, Karin; Kosten, Niek; Duysburgh, PieterDesigning an educational music game: What if children were calling the tune?International Journal of Child-Computer Interaction, 9, 20-322016APhttps://www.sciencedirect.com/science/article/pii/S221286891630068XChildren; Digital game based learning; Music education; Participatory design
Nunes, AlecA Link Between Worlds: Nostalgia and Liminality in Musical Covers of The Legend of ZeldaNostalgia and Videogame Music Edited by Aksoy, Can; Pozderac-Chenevey, Sarah; Rone, Vincent, Bristol Intellect 128-1432022ACfandom; arrangement; covers; musical literacy; OCRemix; remix
O Keeffe, LindaSound is Not a Simulation: Methodologies for Examining the Experience of SoundscapesGame Sound Technology and Player Interaction: Concepts and Developments Edited by Grimshaw, Mark, IGI Global 44-592010ACimmersion; noise; space; design; virtual; navigation; Soundscape; urban spaces
O'Hagan, Joseph; Williamson, Julie R.; Khamis, Mohamed; McGill, MarkExploring Manipulating In-VR Audio To Facilitate Verbal Interactions Between VR Users And BystandersProceedings of the 2022 International Conference on Advanced Visual Interfaces New York, NY, USA Association for Computing Machinery2022AShttps://dl.acm.org/doi/10.1145/3531073.3531079dialogue; immersion; speech; voice; presence; background audio
O'Hara, WilliamMapping Sound: Play, Performance, and Analysis in ProteusJournal of Sound and Music in Games, 1 35-672020APhttps://online.ucpress.edu/jsmg/article/1/3/35/110665/Mapping-SoundPlay-Performance-and-Analysis-inanalysis; modernism; aleatory music; indie games; Proteus
O'Hara, WilliamPlaying the “Fantastical Gap”: Embedded Soundscapes in Video GamesMusic and the Moving Image, 16 5-232023APhttps://dx.doi.org/10.5406/19407610.16.3.02narrative; horror; diegesis; acoustic ecology; soundscape; mise en abyme; text games; games within games
O’Hara, WilliamMusic and Sound in Early Film-to-Game AdaptationsThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.39media convergence; film-to-game adaptation; game audio design; video game console; arcade machine
O'Leary, Jared DuaneA Corpus-Assisted Discourse Analysis of Music-Related Practices Discussed within Chipmusic.orgArizona Arizona State University2018D, Doctoralhttps://www.proquest.com/docview/2154870828/abstract/C7BDE8A47C544A38PQ/3fandom; covers; remix; enterprise; fans
O'Leary, Jared; Tobias, EvanSonic Participatory Cultures within, through, and around Video GamesThe Oxford Handbook of Music Making and Leisure Edited by Mantie, Roger; Smith, Gareth Dylan, 2017AChttps://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780190244705.001.0001/oxfordhb-9780190244705-e-28participatory culture; leisure; sonic participation
O'Meara, DanielRocksmith and the Shaping of Player ExperienceMusic Video Games: Performance; Politics; and Play Edited by Austin, Michael, London Bloomsbury 2016ACmusic education; pedagogy; Rocksmith; rock; music theory; guitar
Oldenburg, AaronSonic Mechanics: Audio as GameplayGame Studies, 13 2013APhttp://gamestudies.org/1301/articles/oldenburg_sonic_mechanicsacousmatic; experimental; artgames; audio; conceptual art; non-cochlear; Proceduralism; sound art; vision-impaired
Oliva, CostantinoTaiko no Tatsujin: Musical literacy in the Media MixDIGRA '19 - Game; Play and the Emerging Ludo-Mix 2019AShttp://www.digra.org/wp-content/uploads/digital-library/DiGRA_2019_paper_175.pdfperformance; literacy; media mix; musicking; participation
Oliva, CostantinoOn the ontological status of musical actions in digital gamesThe Philosophy of Computer Games Conference; Kraków2017ASmusic games; performance; play; aesthetics; musicking; ontology; philosophy
Oliva, CostantinoThe Musical Ludo Mix of Taiko no TatsujinTransactions of the Digital Games Research Association, 5 2021APhttp://todigra.org/index.php/todigra/article/view/118musical literacy; japan; ludo mix; taiko; taiko no tatsujin
Oliva, CostantinoMusicking with digital gamesUniversity of Malta2019D, Doctoralhttps://www.um.edu.mt/library/oar/handle/123456789/62365Electroplankton; Ergodic play; Otocky; SimTunes; Sound Fantasy; Taiko no Tatsujin
Oliva, CostantinoOtocky: Adventures in Improvisational MusickingReplaying Japan, 5 135-1462023APhttp://doi.org/10.34382/00018329Otocky; avant-garde; musicking; game design; experimentation; media art; ergodic
Oliva, CostantinoHow Musical Are Game Players? Exploring Musical Situations in Video GamesThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.29musicality; John Blacking; musical situation; creative impulse; individual expression
Oliva, Costantino; Poutiainen, AriOtogarden: Exploring Musical Improvisation in Video GamesJournal of Sound and Music in Games, 3 28-582022APhttps://doi.org/10.1525/jsmg.2022.3.2-3.28game design; music education; improvisation; research through design
Oramus, Tomáš; Neubauer, PetrA Comparison of the Effect of Sound on Players’ Presence Between VR and Screen-Based MediaJournal of Sound and Music in Games, 52024APhttps://doi.org/10.1525/jsmg.2024.5.2.64virtual reality; VR; presence; heart rate
Ozawa, Junko; Gamberton, LymanWaveform Wizard: An Interview with Composer Junko OzawaThe Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 52-582021AChttps://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/waveform-wizard-an-interview-with-composer-junko-ozawa/B78B9993D5A9829ED31E86CA2133DBE1soundtrack; album; Galaga 3; Galpus; Haruomi Hosono; Namco; sound driver; Tower of Druaga; waveforms; wavesound generators (WSGs)
Paine, GarthInteractivity, where to from here?Organised Sound, 7 295-3042002APhttps://www.cambridge.org/core/journals/organised-sound/article/abs/interactivity-where-to-from-here/B6D0216390B1F0FE55111792055EA823interaction; sound art; dynamic music systems; object-oriented design
Paisley, Anna; Cassidy, GiannaMusic games: New opportunities for music educationMusic, Technology, and Education Edited by King, Andrew; Himonides, Evangelos, Routledge 2016ACeducation; teaching; classroom; informal learning
Palacin, BaptisteLe rôle du son dans l’apparition de la peur dans le jeu vidéo Ecole Nationale Supérieure Louis Lumière2013D, Master's
Paney, Andrew S.Singing video games may help improve pitch-matching accuracyMusic Education Research, 17 48-562015APhttps://doi.org/10.1080/14613808.2014.969218video games; feedback; independent learning; Karaoke Revolution; pitch-matching
Paney, Andrew S.; Kay, Ann C.Developing Singing in Third-Grade Music Classrooms: The Effect of a Concurrent-Feedback Computer Game on Pitch-Matching SkillsUpdate: Applications of Research in Music Education, 34 42-492015APhttps://doi.org/10.1177/8755123314548047performance; education; teaching; school; singing; feedback
Park, HyeonjinThe Difficult, Uncomfortable, and Imperative Conversations Needed in Game Music and Sound StudiesJournal of Sound and Music in Games, 1 87-942020APhttps://online.ucpress.edu/jsmg/article/1/1/87/2334/The-Difficult-Uncomfortable-and-Imperativerepresentation; diversity; inclusivity; intersectionality
Park, HyeonjinUnderstanding the Musical Portrayal of the Desert in Video GamesBristol University of Bristol2016D, Master'sperception; representation; environment; sociocultural
Park, HyeonjinMelodies of Distant Realms: World Music in the Context of Video Games South Hadley, MA Mount Holyoke College2015D, Undergraduatehttps://ida.mtholyoke.edu/handle/10166/3680perception; ethnography; representation; sociocultural; world music
Park, HyeonjinListening to the Gerudo and the Desert in The Legend of Zelda SeriesThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.28authenticity; appropriation; Legend of Zelda; orientalism; Gerudo; the Other/alterity
Park, Seungie; Rhee, Dae Woong; Kihl, TaesukA case study of learning assessment, flow, satisfaction and expressiveness of the music game: focused on elementary students' music appreciation learningInternational Journal of Computational Vision and Robotics, 6 290-2992016APhttp://www.inderscience.com/link.php?id=77375education; emotion; flow; lessons; music game
Parkinson, TomMusical Quests in the Kitchen: Musical Experiments for After Dinner (2019)Journal of Sound and Music in Games, 3 48-552022APhttps://doi.org/10.1525/jsmg.2022.3.4.48play; games; experimentation; acoustics; Alvin Lucier
Pasdzierny, MatthiasGeeks on Stage? Investigations in the World of (Live) ChipmusicMusic and Game: Perspectives on a Popular Alliance Edited by Moormann, Peter, Wiesbaden Springer Fachmedien 171-1902013AChttps://doi.org/10.1007/978-3-531-18913-0_10Music Genre; Video Game; Live Performance; Musical Instrument; Pocket Calculator
Pasinski, AmandaPossible Benefits of Playing Music Video Games University of Nevada, Las Vegas2014D, Doctoralhttps://digitalscholarship.unlv.edu/thesesdissertations/2287cognition; perception; Music; skill; Gamers; Musicians; Non-musicians; Psychology; Rock band
Pasinski, Amanda C.; Hannon, Erin E.; Snyder, Joel S.How musical are music video game players?Psychonomic Bulletin & Review, 23 1553-15582016APhttps://doi.org/10.3758/s13423-015-0998-xeducation; learning; teaching; Musical aptitude; personality; Useful field of view
Paul, Leonard J.Droppin’ Science: Video Game Audio BreakdownMusic and Game: Perspectives on a Popular Alliance Edited by Moormann, Peter, Wiesbaden Springer Fachmedien 63-802013AChttps://doi.org/10.1007/978-3-531-18913-0_3Video Game; Sound Design; Sound Effect; Game Play; Music Track
Paul, Leonard J.For the Love of ChiptuneThe Oxford Handbook of Interactive Audio Edited by Collins, Karen; Kapralos, Bill; Tessler, Holly, 2014AChttps://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199797226.001.0001/oxfordhb-9780199797226-e-030chipmusic; chiptune; Demoscene; Commodore 64; Nintendo Entertainment System; Famitracker; Gameboy; GoatTracker; MOD Music; Open ModPlug Tracker; Retro City Rampage; trackers
Paul, Leonard J.An introduction to granular synthesis in video gamesFrom Pac-Man to Pop Music Edited by Collins, Karen, Routledge 2008ACdialogue; sound effects; granular synthesis; pure data; Max/MSP; ambient sound; car engines; crowd; fades
Peasant, John MarvinAn Exploration of Digital Gamification on Middle School Band Students' Practice Habits University of Florida2020D, Doctoralteaching; gamification; pedagogy; band; ensemble
Peñate Domínguez, Fede“Heute gehört uns die Galaxie”: Music and historical credibility in Wolfenstein: The New Order’s Nazi dystopia.G|A|M|E Games as Art, Media, Entertainment, 1 2017APhttps://www.gamejournal.it/?p=3173historical games; ludic-fictional worlds; myth; Nazism; Wolfenstein
Peppler, Kylie; Downton, Michael; Lindsay, Eric; Hay, KennethThe Nirvana Effect: Tapping Video Games To Mediate Music Learning and InterestInternational Journal of Learning and Media, 3 41-592011APhttps://scholarworks.iu.edu/dspace/handle/2022/14637Guitar Hero; Rock Band; education; rhythm games; informal learning; notation; score; sociocultural theory
Perez, MatthewUndertale: A Case Study in Ludomusicology New York City University of New York Queens College2017D, Master'shttps://www.sssmg.org/wp/repository/undertale-a-case-study-in-ludomusicology/Undertale; ethics
Perron, Bernard; Roux-Girard, GuillameEntre synchronisation et action: son et violence dans les jeux vidéo d’horreurFigures de violence Edited by Bégin, Richard; Perron, Bernard; Roy, Lucie, Paris L'Harmattan 81-912012AChttp://www.creationsonore.ca/wp-content/uploads/2015/10/articles_bernard-perron_guillaume-roux-girard_entre-synchronisation-et-action.pdfsynchronization; horror; Dead Space; Condemned: Criminal Origins
Personnic, ClémentPour une harmonie de raison et de perception - Repenser la ludo-narrativité à l’aune de la théorie musicaleSciences du jeu, 20-212023APhttp://journals.openedition.org/sdj/5946perception; ludo-narrative dissonance; consonance ludo-narrative; design narratif; dissonance ludo-narrative; harmonie ludo-narrative; harmonie tonale; ludo-narrative consonance; ludo-narrative harmony; narrative design; raison; reason; tonal harmony
Phillips, WinifredA Composer's Guide to Game Music Cambridge, Mass. MIT Press2014BMcomposition; interactive music; games industry
Pichlmair, MartinPlaying Music; Playing Games - Simulation vs. Gameplay in Music-based GamesVienna Games Conference 2008 'Future and Reality of Gaming' (FROG) Vienna 2008AShttp://igw.tuwien.ac.at/fares/Fares_Kayali/publications/Entries/2008/11/24_Playing_Music;_Playing_Games_-_Simulation_vs._Gameplay_in_Music-based_Games_files/kayali_pichlmair_playingmusic.pdfGuitar Hero; ludus; music games; paidia; performance; interactivity; interface; Johan Huizinga; simulation
Pichlmair, Martin; Kayali, FaresLevels of Sound: On the Principles of Interactivity in Music Video GamesDiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play Tokyo The University of Tokyo2007AShttp://www.digra.org/wp-content/uploads/digital-library/07311.14286.pdfGuitar Hero; music games; dynamic music; interactivity; game design; synaesthesia; quantisation
Pierce, Charlotte; Woodward Clinton, J; Bartel, AnthonyThere's an App For That?: Are Mobile Music Games Serious Educational ToolsProceedings of DiGRA 2020: Play Everywhere2020AShttp://www.digra.org/wp-content/uploads/digital-library/DiGRA_2020_paper_156.pdfmobile games; educational games; music education; serious games
Plank-Blasko, Dana‘From Russia with Fun!’: Tetris, Korobeiniki and the ludic SovietThe Soundtrack, 8 7-242015APRussia
Plank, DanaMario Paint Composer and Musical (Re)Play on YouTubeMusic Video Games: Performance; Politics; and Play Edited by Austin, Michael, London Bloomsbury 2016ACnostalgia; fandom; participatory culture; Mario Paint Composer; YouTube
Plank, DanaThe Penultimate Fantasy: Nobuo Uematsu’s Score for Cleopatra no Ma TakaraMusic in the Role-Playing Game Edited by Gibbons, William; Reale, Steven, Routledge 2019ACexoticism; Final Fantasy; JRPG; Dragon Quest; colonialism; Egypt; Koichi Sugiyama; occidentalism; orientalism; post-colonial
Plank, DanaFrom the Concert Hall to the Console: Three 8-Bit Translations of the Toccata and Fugue in D MinorBACH: Journal of the Riemenschneider Bach Institute, 50 32-622019APhttps://muse.jhu.edu/article/794299Sound design; Video games; Baroque music; Composers; Fugues; Horror fiction; Music scores; Music transcriptions; Musical pitch; Pipe organs
Plank, DanaAudio and the Experience of Gaming: A Cognitive-Emotional Approach to Video Game SoundThe Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 284-3012021AChttps://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/audio-and-the-experience-of-gaming-a-cognitiveemotional-approach-to-video-game-sound/FDD9A6C570A8EFBB73F3E7ADB9DFC20Bcognition; Mega Man; Legend of Zelda; Super Mario Bros.; arousal; attention; Metroid; habituation; physiology; stimulus
Plank, DanaInto the Dragon's Lair: A Sonic Tapestry of Medievalism, Gender, and SexualityThe Intersection of Animation, Video Games, and Music Edited by Plank, Dana; Scoggin, Lisa, New York Routledge 104-1192023ACtropes; gender; Disney; arcade; NES; Nintendo Entertainment System; medievalism; sexuality; Don Bluth; baroque; cel animation
Plank, Dana MBodies in Play: Representations of Disability in 8- and 16-bit Video Game SoundscapesThe Ohio State University2018D, DoctoralMusicology; Ludomusicology; Disability; Disability Studies; Impairment; Music and Disability; Soundscapes; Video Game Music; Video Game Sound; Video Game Soundscapes; Video Games
Plank, Dana; Scoggin, LisaIntroduction: The Intersections of Animation, Video Games and MusicThe Intersection of Animation, Video Games, and Music Edited by Plank, Dana; Scoggin, Lisa, New York Routledge xvi-xviii2023ACnostalgia; gender; film; sexuality; anime; animation; adapation
Plut, Cale; Pasquier, PhilippeGenerative music in video games: State of the art, challenges, and prospectsEntertainment Computing, 33 1003372020APhttps://www.sciencedirect.com/science/article/pii/S1875952119300795No Man's Sky; ludology; middleware; adaptive; FMOD; AI; Wwise; generative; No One Lives Forever; Spore
Polymeropoulou, MarilouNetworked creativity: ethnographic perspectives on chipmusic University of Oxford2016D, Doctoralhttps://ora.ox.ac.uk/objects/uuid:2c16d1ac-10c8-4493-b624-ebe5be41c9f4performance; chipmusic; chiptune; ideology; aesthetics; anthropology; ethnomusicology; poetics; social network; sociology; transnationality
Polymeropoulou, MarilouKnowledge of Limitations: Hacking Practices and Creativity Ideologies in ChipmusicVolume !, 16(1) 81-992019APhttps://www.cairn.info/revue-volume-2019-2-page-81.htmBourdieu; creation; creativity; digitality; doxa; habitus; hacking; hysteresis; knowledge; subculture; transmission
Polymeropoulou, MarilouChipmusic, Fakebit and the Discourse of Authenticity in the ChipsceneWiderScreen, 1 2014APhttps://www.semanticscholar.org/paper/Chipmusic%2C-Fakebit-and-the-Discourse-of-in-the-Polymeropoulou/9a11d64f6a0dca6beae932df59ff065e8d06acedchipmusic; authenticity; ethnography; chipscene; fakebit
Polymeropoulou, MarilouDigital Music Creativity : Chipmusic in/from GreeceMade in Greece Edited by Tragaki, Dafni, London Routledge 113-1242018AChttps://www.taylorfrancis.com/chapters/edit/10.4324/9781315749075-12/digital-music-creativity-marilou-polymeropoulouchipmusic; chiptune; ideology; aesthetics; poetics; social network
Ponce Reyes, Juan CarlosImagined Past and Future: Aztech Forgotten Gods and Pre-Hispanic RepresentationJournal of Sound and Music in Games, 4 1-292023APhttps://doi.org/10.1525/jsmg.2023.4.3.1gender; politics; heritage; Mexico; Mexican; Aztec; pre-hispanic culture; indigeneity
Powell, Andrew S.The Musical Butterfly Effect in Until DawnJournal of Sound and Music in Games, 1 22-442020APhttps://doi.org/10.1525/jsmg.2020.1.4.22survival horror; death stinger; interactive drama; narrative potential; Until Dawn
Powell, Andrew S.What is “Real?” Diegetic Spaces in Epic MickeyThe Intersection of Animation, Video Games, and Music Edited by Plank, Dana; Scoggin, Lisa, New York Routledge 3-172023ACDisney; diegesis; space; arbiter; narratological space; physical space
Powell, Andrew S.; Dudley, SamHistorical Narratology and the "Hymn of the Fayth" in Final Fantasy XThe Music of Nobuo Uematsu in the Final Fantasy Series Edited by Anatone, Richard, Bristol Intellect 312-3362022ACFFIX; topics; tropes; Christianity; Gregorian Chant; Hymn of Fayth; Japanese wordplay; Latin; Song of Prayer; Yevon religion
Pozderac-Chenevey, SarahA direct link to the past: nostalgia and semiotics in video game musicDivergence Press, 1(2) 2014APhttp://divergencepress.net/2014/06/02/2016-11-3-a-direct-link-to-the-past-nostalgia-and-semiotics-in-video-game-music/Zelda; time; popular music; Bastion; Fallout; longing; Nostalgia
Pozderac-Chenevey, SarahReview of The Legend of Zelda: Ocarina of Time: A Game Music Companion by Tim Summers (Intellect, 2021, 314 pp, $113.50)Journal of Sound and Music in Games, 2 55-572021APhttps://doi.org/10.1525/jsmg.2021.2.4.55ambient music; Koji Kondo; earcon; Nintendo 64; world music
Pozderac-Chenevey, SarahThe Narrative Function of Pre-Existing Music in Video Games University of Cincinnati2019D, Doctoralhttps://www.proquest.com/openview/601e91efc0759520816fddfc520d727a/1?pq-origsite=gscholar&cbl=18750&diss=yZelda; Fallout 3; Musicology; Bastion; Metal Gear Solid; Semiotics; Assassin's Creed; Bioshock; Historiography; Musical scores; Persona; Postmodernism
Pozderac-Chenevey, SarahConfronting Nostalgia for Racism in American Popular Music via Bioshock: InfiniteNostalgia and Videogame Music Edited by Aksoy, Can; Pozderac-Chenevey, Sarah; Rone, Vincent, Bristol Intellect 225-2452022ACAmerica; ethics; ethnicity; ideology; minstrelsy; race; USA
Quiroz, Lic IgnacioLa función metonímica de los sonidos en The Last Of Us: enfoque desde la teoría del conocimiento de Russell.Santa Fe, Argentina Universidad Nacional del Litoral Facultad de Humanidades y Ciencias2017D, Doctoralhttps://www.academia.edu/37139745/La_funci%C3%B3n_meton%C3%ADmica_de_los_sonidos_en_The_Last_Of_Us_enfoque_desde_la_teor%C3%ADa_del_conocimiento_de_Russellsound effects; metonymy; russell; the last of us
Rambarran, SharaVirtual Music: Sound, Music, and Image in the Digital Era New York London Oxford New Delhi Sydney Bloomsbury Academic2021BMtechnology; virtuality
Rauscher, AndreasScoring Play – Soundtracks and Video Game GenresMusic and Game: Perspectives on a Popular Alliance Edited by Moormann, Peter, Wiesbaden Springer Fachmedien 93-1052013AChttps://doi.org/10.1007/978-3-531-18913-0_5Rock Band; Video Game; Sound Effect; Fictional World; Game World
Raussi, LeeviFollowing the Beat of Taiko no Tatsujin: The Localization of Japanese Rhythm Games in the West University of Helsinki2017D, Master'shttps://helda.helsinki.fi/bitstream/handle/10138/190997/Raussi_Leevi_Pro%20gradu_2017.pdf?sequence=2&isAllowed=ymusic games; rhythm games; Japan; Finland; localization; taiko drumming
Raybould, DaveReview: Understanding Game Scoring: The Evolution of Compositional Practice for and through Gaming, by Mack EnnsJournal of Sound and Music in Games, 3 69-762022APhttps://doi.org/10.1525/jsmg.2022.3.4.69composition; production; implementation; practice
Raz, CarmelAnne Young’s Introduction to Music (1803): Pedagogical, Speculative, and Ludic Music TheoryThe Society for Music Theory Videocast Journal, 4 2018APhttp://www.smt-v.org/archives/volume4.html#anne-youngs-introduction-to-music-1803-pedagogical-speculative-and-ludic-music-theoryeducational games; history of music pedagogy; history of music theory; women in music theory
Raziūnaitė, P.; Miliūnaitė, A.; Maskeliūnas, R.; Damaševičius, R.; Sidekerskienė, T.; Narkevičienė, B.Designing an educational music game for digital game based learning: A Lithuanian case study2018 41st International Convention on Information and Communication Technology, Electronics and Microelectronics (MIPRO) 2018ASteaching; children; computer-aided instruction; emotional learning
Reale, StevenBarriers to Listening in World of WarcraftMusic in the Role-Playing Game Edited by Reale, Steven; Gibbons, William, New York Routledge 197-2152019ACMMORPG; Blizzard; chronology; dungeon; leveling; postmodernism; raid; temporality; textuality
Reale, StevenTranscribing Musical Worlds; or; Is L.A. Noire a Music Game?Music in Video Games: Studying Play Edited by Donelly, Kevin; Gibbons, William; Lerner, Neil, New York; London Routledge 2014ACmusic games; analysis; BIT.TRIP; L.A. Noire; levels
Reale, StevenOn the Roll of the Editor: A Response to Barnabas G. SmithJournal of Sound and Music in Games, 1 83-852020APhttps://doi.org/10.1525/jsmg.2020.1.4.83role-playing game; RPG; genre; William Gibbons; editing; Heroes and Harmonies
Reale, StevenAnalytical Traditions and Game Music: Super Mario Galaxy as a Case StudyThe Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 193-2192021AChttps://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/analytical-traditions-and-game-music-super-mario-galaxy-as-a-case-study/74C6A831AB7EA23C402E000AC91FB46Estructure; thematic analysis; theory; variation; Nintendo; tonality; harmony; Heinrich Schenker; neo-Riemannian; reductive analysis; Schenkerian; transformational theory; ursatz
Reale, Steven BChaos in the Cosmos: The Play of Contradictions in the Music of Katamari DamacyACT, 2 2011APhttps://www.act.uni-bayreuth.de/de/archiv/2011-02/04_Reale_Chaos_in_the_Cosmos/index.htmlleitmotif; semiotics; music theory; music analysis; Katamari Damacy; kawaii
Reale, Steven B.Checkpoint!: The floodgates have opened. Report on the North American Conferences on Video Game MusicThe Soundtrack, 8 99-1032015APhttp://www.ingentaconnect.com/content/10.1386/st.8.1-2.99_1scholarship; conference report; organization; symposium
Rebillard, FannyLa structure des bandes-son de jeux vidéo et leur rôle dans l'immersion du joueur: points communs et différences avec les bandes-son de films, l'exemple de "The Legend of Zelda : Ocarina of Time" France Université Paris IV Sorbonne2013D, Undergraduatehttps://www.academia.edu/15359854/La_structure_des_bandes_son_de_jeux_vid%C3%A9o_et_leur_r%C3%B4le_dans_limmersion_du_joueur_Points_communs_et_diff%C3%A9rences_avec_les_bandes_son_de_films_lexemple_de_The_Legend_of_Zelda_Ocarina_of_Timehistory; cinema; leitmotive; The Legend of Zelda
Rebillard, FannyLes enjeux de l’archivage du son dans les jeux vidéo Villeurbanne, Rhône, France École nationale supérieure des sciences de l'information et des bibliothèques2018D, Master'shttps://www.enssib.fr/bibliotheque-numerique/documents/68373-les-enjeux-de-l-archivage-du-son-dans-les-jeux-video.pdfinteractivity; digital archives; online communities; real-time; records management
Rebillard, FannySonore et ludique : analyses à plusieurs voixIntroduction aux théories des jeux vidéo Edited by Genvo, Sébastien; Philippette, Thibault, Presse universitaires de Liège 203-2112023AChttps://www.expressivegame.com/wp-content/uploads/2023/08/Introduction-aux-theories-des-jeux-video.pdfLudomusicology; Introduction
Rebillard, FannySurviving the Game: Published Soundtracks as ArchivesThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.10history; archives; typologies; publishing
Rebillard, FannyLa Musique dans Zelda. Les clefs d’une épopée hylienneToulouse Third Editions2021BMZelda; franchise; fantasy; Ocarina; Hyrule; series
Redecker, BjörnGame Music as a Boundary Object: Applying a Thought Pattern to the Transgressive Audio of Playdead’s Inside (2016)Journal of Sound and Music in Games, 3 36-492022APhttps://doi.org/10.1525/jsmg.2022.3.1.36aesthetics; diegesis; analysis; audio design; transitions
Redecker, Björn; Ganguin, SonjaGamemusik und Geräusche – eine populäre Allianz für Game Audio Design der ZukunftScience MashUp. Zukunft der Games.: Leipziger Beiträge zur Computerspielekultur Edited by Hooffacker, Gabriele; Bigl, Benjamin, Wiesbaden Springer Fachmedien 89-1002020AChttps://doi.org/10.1007/978-3-658-31626-6_9sound design; noise; Inside; musique concrète
Reid, GeorgeChiptune: The Ludomusical Shaping of IdentityThe Computer Games Journal, 7 279-2902018APhttps://doi.org/10.1007/s40869-018-0070-yChiptune; Play; Fandom; Ludomusicology; Identity
Reid, GeorgeReview: Explosions in the Mind: Composing Psychedelic Sounds and Visualisations, by Jonathan WeinelJournal of Sound and Music in Games, 3 154-1582022APhttps://doi.org/10.1525/jsmg.2022.3.2-3.154virtual reality; affect; consciousness; psychedelia; synesthesia; uncanny
Reid, George; Polymeropoulou, MarilouReview: The Little Book of Sound Chips: Volumes 1–4, by Chris Abbott & Andrew LagganJournal of Sound and Music in Games, 4 87-912023APhttps://doi.org/10.1525/jsmg.2023.4.3.87chips; chiptune; technology; review; David Knapp; David Youd; Andrew Laggan; Christopher Abbott; Tomasz Slanina
Reiter, UlrichPerceived Quality in Game AudioGame Sound Technology and Player Interaction: Concepts and Developments Edited by Grimshaw, Mark, IGI Global 2011AChttp://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-61692-828-5interactivity; interaction; empirical; experimental; stimuli; attention; audio domain; cross-modal interaction; plausibility; Quality of experience; salience model; task
Rettinghaus, KlausSidology: Zur Geschichte Und Technik Des C64-SoundchipsDigitale Spiele: Interdisziplinäre Perspektiven Zu Diskursfeldern, Inszenierung Und Musik Edited by Hust, Christoph, Bielefeld transcript 269-2802018ACC64; chipmusic; chips; chiptune; Commodore; SID chip
Reyher, AdamIdea Bank: Popular Culture and Video Games as Tools for Music LearningMusic Educators Journal, 100 16-172014APhttps://doi.org/10.1177/0027432113519067teaching; school; theory; lesson; Rhythm Heaven Fever
Richard, WilliamLe Son et la Musique au Service de la Cohérence de l'Univers Interactif D'une Saga Vidéoludique : Le Cas De La Saga Pokémon Et Sa Mythologie France Université de Bourgogne2022D,
Richardson, Patrick; Kim, YoungmooBeyond Fun and Games: A Framework for Quantifying Music Skill Developments from Video Game PlayJournal of New Music Research, 40 277-2912011APhttps://doi.org/10.1080/09298215.2011.565350Guitar Hero; music games; Rock Band; education; rhythm games; learning; teaching; music; skill
Riddle, Karyn; Di, Zhen; Kim, Sunghak; Myung, Eunyoung; Tay, Swee Kiat; Xu, FangxinThe unexpected comfort of wearing headphones: Emotional and cognitive effects of headphone use when playing a bloody video gameEntertainment Computing, 192017APhttps://www.sciencedirect.com/science/article/pii/S1875952116300386Video games; Blood; Emotions; Headphones; Vividness
Rietveld, Hillegonda; Carbone, Marco BenoîtIntroduction: towards a polyphonic approach to games and music studiesG|A|M|E Games as Art, Media, Entertainment, 1 2017APhttps://www.gamejournal.it/?p=3219ludomusicology; musicology; game studies; methdodology
Roberts, RebeccaFear of the Unknown: Music and Sound Design in Psychological Horror GamesMusic in Video Games Edited by Donelly, Kevin; Gibbons, William; Lerner, Neil, Routledge 2014ACsemiotics; Silent Hill; Dead Space; horror games; identification; Limbo
Robinson, CiaránGame Audio with FMOD and Unity New York Routledge2019BMimplementation; middleware; adaptive; FMOD
Rodriguez, Ruben CRocksmith All Nite: Technology-Mediated Guitar Learning in an Online Affinity Space University of Texas at San Antonio2019D, Doctoraleducation; learning; teaching; guitar; community; sharing
Rodriguez, Ruben C; Marone, VittorioLearning Beyond the Game: A Multimodal Analysis of Rocksmith Users’ InteractionsActa Ludologica, 3 36-532020APmultimodality; affinity spaces; games and learning; online learning; Rocksmith.
Roesner, DavidGuitar Heroes in the Classroom: The Creative Potential of Music GamesMusic Video Games: Performance; Politics; and Play Edited by Austin, Michael, London Bloomsbury 2016ACmusic games; performance; creativity; interaction; music education; flow
Roesner, DavidThe Guitar Hero's PerformanceContemporary Theatre Review, 21 276-2852011APhttps://doi.org/10.1080/10486801.2011.585646Guitar Hero; music games; performativity; virtuality; instruments; reality; paratexts; simluation
Rogers, Katherine LinnThe Sounds of "Pac-Man Fever": Intersections of Video Game Culture and Popular Music in America Case Western Reserve University2019D, Doctoralhttps://etd.ohiolink.edu/apexprod/rws_olink/r/1501/10?clear=10&p10_accession_num=case1559848783170242ludomusicology; fandom; film music; sound studies; arcades; music and technology; novelty songs; soundscapes; technomasculinity; video game music; video game sound
Rogers, Katja; Weber, MichaelAudio Habits and Motivations in Video Game PlayersProceedings of the 14th International Audio Mostly Conference: A Journey in Sound New York, NY, USA Association for Computing Machinery2019AShttps://dl.acm.org/doi/10.1145/3356590.3356599habit; background; multi-tasking
Ronchetti, Sergio; Capstick, HannahScoring Eldest Souls (2021): An Interview with Sergio RonchettiJournal of Sound and Music in Games, 3 141-1452022APhttps://doi.org/10.1525/jsmg.2022.3.2-3.141implementation; RPGs; genre; indie games; hybrid orchestration; pandemic; Eldest Souls; metal
Rone, VincentHistory and Reception in the Music of The Legend of Zelda PeritextsJournal of Sound and Music in Games, 1 44-672020APhttps://online.ucpress.edu/jsmg/article/1/2/44/106833/History-and-Reception-in-the-Music-of-The-LegendZelda; reception; music; mythology; peritexts
Rone, VincentIntroductionNostalgia and Videogame Music Edited by Aksoy, Can; Pozderac-Chenevey, Sarah; Rone, Vincent, Bristol Intellect 1-222022ACgender; academia; fandom; interdisciplinarity; musicology; past; retro
Rone, Vincent E.Twilight and Faërie: The Music of Twilight Princess as Tolkienesque NostalgiaMythopoeic Narrative in The Legend of Zelda Edited by Cirilla, Anthony G.; Rone, Vincent E., Routledge 2020ACmemory; past; myth; fantasy; continuity; recollection
Rosenthal, MaximilianPlayers as Rock Stars: Song Saga as a Methodological Case Study on Music-Based Social Interaction GamesJournal of Sound and Music in Games, 52024APhttps://doi.org/10.1525/jsmg.2024.5.3.43autobiography; board game; card game; content analysis; biography; narration; psychology; rock; social interaction game
Rossetti, GregoryMandatory Metal Moments: The Ubiquity of Heavy Metal Culture in Video GamesJournal of Sound and Music in Games, 4 24-452023APhttps://doi.org/10.1525/jsmg.2023.4.2.24retro; ethnomusicology; popular music; rock; music theory; heavy metal
Rossetti, Gregory JamesOverworlds, towns, and battles: how music develops the worlds of role-playing video games Rutgers University - School of Graduate Studies2020D, Doctoralhttps://rucore.libraries.rutgers.edu/rutgers-lib/62986/Final Fantasy; Zelda; RPG; JRPG; analysis; Dragon Quest; Dragon Warrior
Roux-Girard, GuillaumeL’écoute de la peur: une étude du son dans les jeux vidéo d’horreur; Montreal Université de Montréal2009D, Master'shttps://papyrus.bib.umontreal.ca/xmlui/handle/1866/5999horror; fear; sound; survival horror
Roux-Girard, GuillaumePlunged Alone into Darkness: Evolution and the Staging of Fear in the Alone in the Dark SeriesHorror Video Games: Essays on the Fusion of Fear and Play Edited by Perron, Bernard, Jefferson; NC McFarland & Co 145-1672009ACperception; horror; alone in the dark; staging
Roux-Girard, GuillaumeSound and the Videoludic ExperienceThe Oxford Handbook of Interactive Audio Edited by Collins, Karen; Kapralos, Bill; Tessler, Holly, Oxford University Press 2014AChttp://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199797226.001.0001/oxfordhb-9780199797226-e-008interactivity; listening; experience; Civilization IV; Uncharted 2: Honor Among Thieves
Roux-Girard, GuillaumeListening to Fear: A Study of Sound in Horror Computer GamesGame Sound Technology and Player Interaction: Concepts and Developments Edited by Grimshaw, Mark, IGI Global 2011AChttp://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-61692-828-5emotion; reception; meaning; fear; sound; gameplay; dread; Horror; sonic structure
Sachsse, MalteVon spielenden Menschen und gefallenen Engeln. Narrative Aspekte von Videospielmusiken im Fokus einer musikpädagogischen DiagrammatikMusik - Narration - Narrativ. Zur Kultur des Musik-Denkens Edited by Schatt, Peter W., Münster; New York Waxmann 101-1492021ACFinal Fantasy VII; pedagogy
Sadoff, Ronald H.Scoring for Film and Video Games: Collaborative Practices and Digital Post-ProductionThe Oxford Handbook of Sound and Image in Digital Media Edited by Vernallis, Carol; Herzog, Amy; Richardson, John, Oxford University Press 662-6812013AChttp://oxfordhandbooks.com/view/10.1093/oxfordhb/9780199757640.001.0001/oxfordhb-9780199757640-e-039adaptive music; audio director; digital post-production; film scoring; MIDI mockup; The Departed; The Lord of the Rings
Sakkal, Ali; Martin, LeeLearning to rock: The role of prior experience and explicit instruction on learning and transfer in a music videogameComputers & Education, 128 389-3972019APhttps://www.sciencedirect.com/science/article/pii/S0360131518302781Rock Band; school; lessons; Interactive learning environments; Simulations; Transfer
Sala, JanneGame Music Collective: Redefining concert cultureFinnish Music Quarterly, 2023APhttps://fmq.fi/articles/game-music-collectiveculture; orchestra; Concerts; quintet; chamber music; collective
Sam, Jordan Hugh; Park, HyeonjinCan the Pikmin Speak?Music and the Moving Image, 172024APhttps://muse.jhu.edu/pub/34/article/920649voice; Creature sounds; Pikmin; Post-colonialism; power; Vocality
Sander, HuibertsListen! - Improving the Cooperation between Game Designers and Audio DesignersThink Design Play: The fifth international conference of the Digital Research Association (DIGRA)2011AShttp://www.digra.org/wp-content/uploads/digital-library/11313.06472.pdfeducation; game design; design research; collaboration; creative practice; multidisciplinarity
Sanders, Timothy; Cairns, PaulTime perception, immersion and music in videogamesProceedings of the 24th BCS Interaction Specialist Group Conference Swindon, GBR BCS Learning & Development Ltd.2010ASpsychology; cognition; game design; empirical psychology
Sanger, George "Fat Man"The Fat Man on Game Audio: Tasty Morsels of Sonic Goodness Indianapolis, Indiana New Riders2003BMhistory; biography; compositional philosophy; technique; technological development
Saura-Ziegelmeyer, ArnaudL’Antiquité et les jeux vidéo : représentations sonoresAntiquipop : La référence à l’Antiquité dans la culture populaire contemporaine Edited by Bièvre-Perrin, Fabien; Pampanay, Élise, Lyon MOM Éditions 2018AChttp://books.openedition.org/momeditions/3359exoticism; representation; Age of Mythology; Ancient Wars: Sparta; antiquity; Orientalism; Rome: Total War
Schabert, German; Schubhan, Marc; Schmitz, Michael; Altmeyer, MaximilianFaster, Harder? Investigating the Impact of Changing Background Music Speed on Gameplay Performance and Player Experience in an Endless Runner GameCompanion Proceedings of the Annual Symposium on Computer-Human Interaction in Play2023AShttps://dl.acm.org/doi/10.1145/3573382.3616085motivation; psychology; stress; entertainment; background music; bpm
Schartmann, AndrewKoji Kondo's Super Mario Bros. Soundtrack New York Bloomsbury Academic2015BMtechnology; history; Super Mario Bros.; sound effects; conceptual metaphors; Nintendo Entertainment System
Schartmann, AndrewCultural Imperialism in Capcom’s Mega Man SeriesJournal of Sound and Music in Games, 2 17-452021APhttps://online.ucpress.edu/jsmg/article/2/1/17/115924/Cultural-Imperialism-in-Capcom-s-Mega-Man-SeriesMega Man; Japan; Nintendo Entertainment System; imperialism; Keiji Inafune
Schartmann, AndrewMaestro Mario: How Nintendo Transformed Videogame Music into an Art New York Thought Catalog2014BMchiptune; history; Super Mario Bros.; sound effects; The Legend of Zelda; Nintendo; arcade games; Metroid
Schartmann, AndrewMusic of the Nintendo Entertainment System: Technique, Form, and Style Yale University2018D, Doctoralmodularity; Mega Man; NES; Nintendo Entertainment System; loops
Schmidt, BrianDesigning Sound Tracks for Coin-op Games or Computer Music for Under $65.00International Computer Music Conference Proceedings, 1989 273-2761989APhttp://hdl.handle.net/2027/spo.bbp2372.1989.066composition; chips; sound design; arcade
Schultz, PeterRhythm Sense: Modality and Enactive Perception in Rhythm HeavenMusic Video Games: Performance; Politics; and Play Edited by Austin, Michael, London Bloomsbury 2016ACrhythm; Rhythm Heaven; music game; groove; meter
Schütze, StephanThe creation of an audio environment as part of a computer game world: the design for Jurassic Park – Operation Genesis on the XBOX™ as a broad concept for surround installation creationOrganised Sound, 8 171-1802003APhttps://www.cambridge.org/core/journals/organised-sound/article/abs/creation-of-an-audio-environment-as-part-of-a-computer-game-world-the-design-for-jurassic-park-operation-genesis-on-the-xbox-as-a-broad-concept-for-surround-installation-creation/84017C6F5DAA3D3511EE360CCA6D59B1sound design; technology; soundscape; space; sound installation; surround sound
Schwinning, ReinkeKlangzeichen: Sinn und Bedeutung in Computerspielmusik: Musik als informationsvermittelnder Teil des SpielinterfacesPAIDIA. Zeitschrift für Computerspielforschung, 2020APhttps://www.paidia.de/klangzeichen-sinn-und-bedeutung/
Schwinning, ReinkeBuilding Worlds with Beethoven: Epistemic Roles of (“Classical”) Music in Animated Films and Video GamesThe Intersection of Animation, Video Games, and Music Edited by Plank, Dana; Scoggin, Lisa, New York Routledge 47-612023ACevocative spaces; epistemology; Verwirklichung; actualization
Scoggin, LisaThe Pseudo-1930s World of CupheadThe Intersection of Animation, Video Games, and Music Edited by Plank, Dana; Scoggin, Lisa, New York Routledge 62-752023ACexoticism; nostalgia; jazz; race; stereotypes; Fleischer Studios; reception history; Kris Maddigan; Cab Calloway; racism; Moldenhauers Studio
Sextro, Justin"This Game Stinks": Musical Parody and Nostalgia in EarthboundNostalgia and Videogame Music Edited by Aksoy, Can; Pozderac-Chenevey, Sarah; Rone, Vincent, Bristol Intellect 163-1842022ACintertextuality; Hirokazu "Hip" Tanaka; Keiichi Suzuki; Mother; role-playing game; RPG
Sextro, Justin DanielPress Start: Narrative Integration in 16-Bit Video Game Music University of Missouri-Kansas City2012D, Master'sZelda; 16-bit; Chrono Trigger; Earthbound; Narration
Shah, Hriday; Oberoi, MugdhaEffect of Video Game Music on Hand Dexterity Performance in Young AdultsInternational Journal of Current Research and Review, 13 39-422021APhttps://ijcrr.com/uploads/3306_pdf.pdfbi-manual turning test; hand function; motor performance; rythmic auditory stimuli
Shahmehri, Demetrius“A Great, Never-Ending Sky”: Musical Memory and the Desire for Openness in Final Fantasy VIIJournal of Sound and Music in Games, 4 88-1072023APhttps://doi.org/10.1525/jsmg.2023.4.4.88narrative; memory; canon; nostalgia; immersion; temporality; childhood
Shultz, PeterMusic theory in music gamesFrom Pac-Man to Pop Music Edited by Collins, Karen, Routledge 2008ACGuitar Hero; music games; Schenker; learning; teaching; timing; analysis; space; Dance Dance Revolution; flow; music theory; challenge; reduction
Sites, JoshuaIt's no game: The effect of a generative music system on flow in video game players Indiana University2016D, Master'sVideo games; Psychology; Flow; Generative music; Music listening
Sites, Joshua D.; Potter, Robert F.Everything Merges with the Game: A Generative Music System Embedded in a Videogame Increases FlowGame Studies, 18 2018APhttp://gamestudies.org/1802/articles/sites_potteralgorithmic music; generative music; game design; flow; GameFlow
Sittler, Ryan L.The Effects of Audio and Gender Within a 3D Gaming Environment on the Achievement of Different Educational Objectives Indiana University of Pennsylavnia2015D, Doctoralhttps://www.semanticscholar.org/paper/The-Effects-of-Audio-and-Gender-Within-a-3D-Gaming-Sittler/d4886d66df34ce510adad5c07892bb4870349710Music; Audio; Education; Educational games; Game design; Game development; Information processing
Smith, BarnabasRip & Tear: Deconstructing the Technological and Musical Composition of Mick Gordon's Score for Doom (2016)Proceedings of the Australasian Computer Music Conference 2017 The University of Adelaide 2017ASMusic; DOOM; Video Game; Composition; Distortion; First-Person Shooter; Guitar; Score; Technology
Smith, Barnabas G.Review: Music in the Role-Playing Game: Heroes and Harmonies, edited by William Gibbons and Steven RealeJournal of Sound and Music in Games, 1 76-822020APhttps://doi.org/10.1525/jsmg.2020.1.4.76ludomusicology; role-playing game; RPG; genre; William Gibbons; Steven Reale
Smith, Barnabas GregoryMaking the Virtual Actual: A research model to understand music of contemporary open-world video games University of Adelaide2019D, Doctoralnarrative; Grand Theft Auto; virtual ethnography; Diegesis; open-world
Smith, JacobI Can See Tomorrow In Your Dance: A Study of Dance Dance Revolution and Music Video GamesJournal of Popular Music Studies, 16 58-842004APhttps://onlinelibrary.wiley.com/doi/10.1111/j.0022-4146.2004.00011.xmusic games; rhythm games; Dance Dance Revolution; competitions; fan culture; imitation games; PaRappa the Rapper; party rap
Smith, JenniferPopular Music in the Nostalgia Video Game: The Way It Never Sounded, by Andra IvănescuJournal of Sound and Music in Games, 1 84-872020APhttps://online.ucpress.edu/jsmg/article/1/2/84/106831/Popular-Music-in-the-Nostalgia-Video-Game-The-Waynostalgia; appropriation; Popular music
Smith, JenniferVoices, Combat, and Music: Identity, Camaraderie, and Relationships in Final Fantasy XVJournal of Sound and Music in Games, 2 42-622021APhttps://online.ucpress.edu/jsmg/article/2/2/42/116913/Voices-Combat-and-MusicIdentity-Camaraderie-andFinal Fantasy; identity; voice; characteristics; characters; combat; song
Smith, JenniferVocal disruptions in the aural game world: The female entertainer in The Witcher 3: Wild Hunt, Transistor and Divinity: Original Sin IIThe Soundtrack, 11 75-972020APperformance; storytelling; gender; identity; voice; disruption; Divinity: Original Sin; The Witcher; Transistor
Smith, JenniferWorldbuilding Voices in the Soundscapes of Role Playing Video Games University of Huddersfield2020D, Doctoralhttp://eprints.hud.ac.uk/id/eprint/35389/immersion; Final Fantasy XV; identity; voice; environment; NieR: Automata; Transistor; Divinity: Original Sin II; language; vocalization; Witcher
Smith, Jeremy W.“Wear People’s Faces”: Semiotic Awareness in Fan Adaptations of the Music from The Legend of Zelda: Majora’s MaskJournal of Sound and Music in Games, 1 45-752020APhttps://doi.org/10.1525/jsmg.2020.1.4.45semiotics; Zelda; analysis; adaptations; hermeneutics; remixes
Smucker, PeterGaming Sober, Playing Drunk: Sound Effects of Alcohol in Video GamesThe Computer Games Journal, 7 291-3112018APhttps://doi.org/10.1007/s40869-018-0069-4sound studies; alcohol; censorship; Chrono Trigger; drinking songs; Punch Out
Smucker, PeterBits and Pieces: A History of Chiptunes, by Kenneth B. McAlpineJournal of Sound and Music in Games, 1 119-1232020APhttps://online.ucpress.edu/jsmg/article/1/1/119/2328/Bits-and-Pieces-A-History-of-Chiptunes-by-KennethChiptune; chipmusic; chips; Commodore; Game Boy; history; Atari; Nintendo; Gameboy; trackers; fakebit; Korg; Spectrum
Smucker, PeterPlaying with American Folk Music, Supernatural Encounters, and Perspectives on DeathThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.42supernatural; American folk song; Appalachian song; Southern Gothic; religion; death
Song, Doo Heon; Kim, Kwang Baek; Lee, Jong HeeAnalysis and evaluation of mobile rhythm games : Game structure and playabilityInternational Journal of Electrical and Computer Engineering (IJECE), 9 5263-52692019APhttp://ijece.iaescore.com/index.php/IJECE/article/view/20669Mobile game; Note control; Playability; Rhythm Game; User interface
Soulier, AdrienMusique et jeux vidéo : de l'interactivité d'un média singulier École Nationale Supérieure Louis Lumière2016D, Master'shttps://www.ens-louis-lumiere.fr/sites/default/files/2017-08/Soulier_Son_2016.pdfnarration; interaction; feedback; fun; reward; system
Sporka, Adam J.; Valta, JanDesign and implementation of a non-linear symphonic soundtrack of a video gameNew Review of Hypermedia and Multimedia, 23 229-2462017APhttps://ui.adsabs.harvard.edu/abs/2017NRvHM..23..229Sdynamic music; Kingdom Come: Deliverance
Stark, StephaniePong, Space Invaders, Super Mario Bros: Die frühe Geschichte der ComputerspielmusikGrimme-Game.de, 2018 2018APhttps://www.grimme-game.de/2018/07/03/fruehe-geschichte-der-computerspielmusik
Stedman, Kyle D.Remix Literacy and Fan CompositionsComputers and Composition, 29 107-1232012APhttps://www.sciencedirect.com/science/article/pii/S8755461512000187Digital rhetoric; Fandom; Pedagogy; Popular culture; Remix; Technological literacy
Stevens, JoshuaChild of the Elder Blood: A Semiotics of Folklorism in the Soundtrack of The Witcher 3: Wild HuntGames and Culture, 16 538-5562021APhttps://doi.org/10.1177/1555412020914701exoticism; semiotics; ethnomusicology; culture; folk music; traditional music; Witcher III
Stevens, RichardThe Inherent Conflicts of Musical Interactivity in Video GamesThe Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 74-932021AChttps://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/inherent-conflicts-of-musical-interactivity-in-video-games/E44805DB282990A362315FD7600385E1adaptive music; dynamic music; narration; structure; interactivity; implementation; synchronization; aesthetics; transition; variables
Stevens, RichardScores for high scores : addressing ludonarrative dissonance in video game music through integrated design Leeds Leeds Beckett2016D, Doctoraladaptive music; dynamic music; synchronization; game design; ludonarrative dissonance
Stevens, Richard; Raybould, DaveThe reality paradox: Authenticity, fidelity and the real in Battlefield 4The Soundtrack, 8 57-752015APhttp://www.ingentaconnect.com/content/10.1386/st.8.1-2.57_1immersion; authenticity; realism; audio; mediation
Stevens, Richard; Raybould, DaveDesigning a Game for Music: Integrated Design Approaches for Ludic Music and InteractivityThe Oxford Handbook of Interactive Audio Edited by Collins, Karen; Kapralos, Bill; Tessler, Holly, Oxford University Press 2014AChttp://www.oxfordhandbooks.com/view/10.1093/oxfordhb/9780199797226.001.0001/oxfordhb-9780199797226-e-009form; ludic music; dynamic; adaptive
Stingel-Voigt, YvonneSoundtracks virtueller Welten. Musik in Videospielen Glückstadt Verlag Werner Hülsbusch2014BMdynamic music; immersion; first-person shooter; narrativity; performativity
Stingel-Voigt, YvonneFunctions and Meanings of Vocal Sound in Video GamesJournal of Sound and Music in Games, 1 25-432020APhttps://online.ucpress.edu/jsmg/article/1/2/25/106828/Functions-and-Meanings-of-Vocal-Sound-in-Videoimmersion; Video games; sound; voice; flow; added value; atmosphere; empathy
Stockburger, AxelThe Game Environment From An Auditive PerspectiveLevel Up: Proceedings from DiGRA 2003. 2003ASsound design; perception; acousmatic; function; space; environment; sound objects
Stonehouse, JamesInteractive Sonic Environments: Sonic Artwork Via Gameplay ExperienceUniversity of Kent (United Kingdom)2022D, Doctoralhttps://www.proquest.com/docview/2689296650/abstract/89B787D84F9E49D0PQ/1Aesthetics; Artists; Computer science; Musical instruments; Play; Recreation; Software
Strank, WillemThe Legacy of iMuse: Interactive Video Game Music in the 1990sMusic and Game: Perspectives on a Popular Alliance Edited by Moormann, Peter, Wiesbaden Springer Fachmedien 81-912013AChttps://doi.org/10.1007/978-3-531-18913-0_4Video Game; Adventure Game; Musical Signal; Semantic Unit; Sound Design
Strötgen, StefanP(l)aying Music and GamesMusic and Game: Perspectives on a Popular Alliance Edited by Moormann, Peter, Wiesbaden Springer Fachmedien 191-2142013AChttps://doi.org/10.1007/978-3-531-18913-0_11Gaming Experience; Music Genre; Music Industry; Popular Music; Video Game
Stroud, JoeThe Importance of Music to Anders Behring BreivikJournal of Terrorism Research 4 (1) 5-182013APhttp://cvir.st-andrews.ac.uk//articles/10.15664/jtr.620/ideology; ambient music; background music; Age of Conan; music in everyday life; terrorism
Studley, ThomasExploring Real-Time Music Composition Through Competitive Gameplay InteractionsUniversity of Newcastle, Australia2020D, Doctoralhttps://nova.newcastle.edu.au/vital/access/services/Download/uon:37887/ATTACHMENT01composition; aesthetics; interaction; Evomusic; interfaces; ludic
Studley, Thomas; Drummond, Jon; Scott, Nathan; Nesbitt, KeithEvaluating Digital Games for Competitive Music CompositionOrganised Sound, 25 75-882020APhttps://www.cambridge.org/core/journals/organised-sound/article/abs/evaluating-digital-games-for-competitive-music-composition/3C446DB5052160728848FBF8B5346AFCcomposition; music games; rhythm games; creativity; interfaces; EvoMusic; System Usability Survey
Studley, Thomas; Drummond, Jon; Scott, Nathan; Nesbitt, KeithCan Competitive Digital Games Support Real-Time Music Creation?Journal of Sound and Music in Games, 3 1-352022APhttps://doi.org/10.1525/jsmg.2022.3.1.1ludomusicology; ludus; music games; game studies; interactive composition
Studley, Thomas; Vella, Richard; Scott, Nathan; Nesbitt, KeithA definition of creative-based music gamesACSW '18 Proceedings of the Australasian Computer Science Week Multiconference2018AShttps://doi.org/10.1145/3167918.3167921music games; creativity; EvoMusic; Soundrop
Summerley, Rory K.Approaches to Game Fiction Derived from Musicals and PornographyArts, 7 (3) 442018APhttps://www.mdpi.com/2076-0752/7/3/44games; video games; game fiction; game narrative; game storytelling; ludonarrative dissonance; musicals; pornography
Summers, TimVideo Games as Spaces for Musical Dialogic Education, or 'Why are games good at teaching music; and what can we learn from them?'Musikalische Praxen und virtuelle Räume Munich Kopaed2020ACeducation; dialogue; interactivity; Robin Alexander; school
Summers, TimAnalysing Video Game Music: Sources; Methods and a Case StudyLudomusicology: Approaches to Video Game Music Edited by Kamp, Michiel; Summers, Tim; Sweeney, Mark, Sheffield, UK Equniox2016ACanalysis; Halo; methods; theory
Summers, TimUnderstanding Video Game Music Cambridge University Press2016BMVideo game music; History and criticism
Summers, TimThe Legend of Zelda: Ocarina of Time: A Game Music CompanionIntellect Books2021BMperformance; interactivity; implementation; boss; battle music; fandom; adaptation; interface; dungeon; ludic music; auditory icon; earcon
Summers, TimMusic across the Transmedial Frontier: Star Trek Video GamesIntermedia Games—Games Inter Media: Video Games and Intermediality Edited by Fuchs, Michael; Thoss, Jeff, 207-2312019ACadaptation; transmediality; history; film music; science fiction; Star Trek; television music
Summers, TimOpera Scenes in Video Games: Hitmen, Divas and Wagner’s WerewolvesCambridge Opera Journal, 29 253-2862017APhttps://www.cambridge.org/core/journals/cambridge-opera-journal/article/opera-scenes-in-video-games-hitmen-divas-and-wagners-werewolves/591CF6BEE190551BED1A5CE6F1428DEDperformance; Final Fantasy; classical music; diegetic music; Assassin's Creed; Beggar's Opera; Gabriel Knight; Hitman; Parasite Eve; phantasmagoria; The Beast Within; Tosca
Summers, TimMother/EarthBound Zero and the Power of the Naïve Aesthetic: No Crying Until the EndingMusic in the Role-Playing Game Edited by Gibbons, William; Reale, Steven, Routledge 35-532019AChttp://www.taylorfrancis.com/chapters/edit/10.4324/9781351253208-4/mother-earthbound-zero-power-na%C3%AFve-aesthetic-tim-summerseducation; emotion; nostalgia; Keiichi Suzuki; JRPG; school; realism; genre; Hirokazu Tanaka; Michael Nyman; Shigesato Itoi
Summers, TimFrom Parsifal to the PlayStation: Wagner and Video Game MusicMusic In Video Games Edited by Donelly, Kevin; Gibbons, William; Lerner, Neil, Routledge 2014ACleitmotif; Halo; iMUSE; Final Fantasy VI; Loom; metaphysics; Monkey Island 2; The Dig; Wagner
Summers, TimDimensions of Game Music HistoryThe Routledge Companion to Screen Music and Sound Edited by Mera, Miguel; Sadoff, Ronald; Winters, Ben, Routledge 2017ACaudience; concerts; reception; genre; generations; technologies
Summers, TimMorriconian Aesthetics in Video Games: Musical Adaptation and Reinvention in Red Dead Revolver and Red Dead RedemptionEnnio Morricone : Et pour quelques notes de plus… Edited by Huvet, Chloé, Dijon Éditions universitaires de Dijon 257-2842022AChttps://pure.royalholloway.ac.uk/files/47169553/Morriconian_Aesthetics_in_Video_Games_ENG.docxadaptation; opera; genre; film music; RDR; Westerns
Summers, TimL’esthétique morriconienne dans le jeu vidéo : adaptation et réinvention musicale dans Red Dead Revolver et Red Dead RedemptionEnnio Morricone : Et pour quelques notes de plus… Edited by Huvet, Chloé, Dijon Éditions universitaires de Dijon 257-2842022AChttps://pure.royalholloway.ac.uk/files/47169553/Morriconian_Aesthetics_in_Video_Games_ENG.docxadaptation; opera; genre; film music; RDR; Westerns
Summers, TimPlaying the Tune: Video Game Music, Gamers, and GenreACT, 2 2011APhttps://www.act.uni-bayreuth.de/de/archiv/2011-02/02_Summers_Playing_the_Tune/index.htmlinteraction; genre; alone in the dark; fighting games; musical analysis; musical traditions; strategy games
Summers, TimFantasias on a Theme by Walt Disney: Playful Listening and Video GamesThe Oxford Handbook of Cinematic Listening Edited by Cenciarelli, Carlo, Oxford University Press 689-7112021AChttps://pure.royalholloway.ac.uk/admin/files/47268577/oxfordhb_9780190853617_e_36_1_.pdfinteractivity; playfulness; Disney; hearing; kinect; listening
Summers, TimRitual Spaces: Music and the Video Game as Ritual EncounterNaxos Musicology Online, 2020APhttps://pure.royalholloway.ac.uk/admin/files/36443297/Naxos_Games_Music_Ritual_Final.pdfaudience; agency; Dorothea von Hantelmann; Kentucky Route Zero; museum; spaces; theatre; time
Summers, TimVideo Game Music - History, Form and Genre University of Bristol2012D, Doctoraldynamic music; structure; interactive music; history; genre
Summers, TimUnderstanding Video Game Music Cambridge Cambridge University Press2016BM
Summers, TimImages of Chopin in, and through, Japanese Video GamesThe Chopin Review, 45050 154-1812023APhttps://www.czasopisma.nifc.pl/index.php/cr/article/view/11music games; virtuosity; RPG; horror; Eternal Sonata; Gran Turismo; piano; Catherine; sentimentalism; visual novel; Clock Tower; Space Adventure Cobra
Summers, TimThe Queerness of Video Game Music Cambridge Cambridge University Press2023BMhttps://www.cambridge.org/core/elements/queerness-of-video-game-music/3FE164AEDBCA00D611913C9CD293F6A7Undertale; structure; form; chiptune; interactivity; gender; retro; identity; Ocarina of Time; avatar; Tomb Raider; sexuality; remake; LGBT; gay; queer; Splinter Cell; Lara Croft; character; demake; Candy Crush Saga
Summers, TimVideo Game Musicology in Practice: Fifteen Awkward QuestionsThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.5education; canon; musicology; analysis; theory; scholarship; methodology; methods; new musicology; canonization
Summers, TimPixel Soundtracks: Exploring Video Game Music Through Twenty GamesLanham, MA Rowman and Littlefield2024BMintroduction; history; chiptune; menu music; generative music; dynamic music; worldbuilding; characters; boss; battle; nostalgia; fandom; emotion; remakes; classical music; pop music; identity; adaptations; concerts
Summers, TimThe Wagnerian Erotics of Video Game MusicWagner in Context. Edited by David Trippett. Cambridge: Cambridge University Press2024ACstructure; identity; temporality; metaphysics; avatar; Audre Lorde; Danijela Kulezic-Wilson; Laura Marks; Michael Land; tactility; LucasArts
Summers, Tim; Cook, James; Famer, Will; Ferrè, Elisa Raffaella; Harrison, Lucy; Hemming, Rich; Ivănescu, Andra; Reed, Luke; Roberts, Flossie; Stevens, Richard; Tatlow, Stephen; Whittaker, LaryssaMusic and Sound in Virtual/Augmented Realities—Questions, Challenges and ApproachesA Multidisciplinary RoundtableJournal of Sound and Music in Games, 2 63-832021APhttps://online.ucpress.edu/jsmg/article/2/2/63/116911/Music-and-Sound-in-Virtual-Augmented-Realitiesperception; diegesis; virtuality; AR; cybersickness; proprioception; spatiality; VR
Svec, Henry AdamBecoming Machinic Virtuosos: Guitar Hero, Rez, and Multitudinous AestheticsLoading..., 2 2008APhttps://journals.sfu.ca/loading/index.php/loading/article/view/30capitalism; Guitar Hero; performance; postmodernism; economics; empire; Rez
Sweeney, M. R.The aesthetics of videogame music University of Oxford2015D, Doctoralhttps://ora.ox.ac.uk/objects/uuid:70a29850-0c0d-4abd-a501-e75224fa856aplay; Aesthetics; aleatoric; aleatory; culture industry; Kirkpatrick; Ludomusicology
Sweeney, MarkIsaac's Silence: Purposive Aesthetics in Dead SpaceLudomusicology: Approaches to Video Game Music Edited by Kamp, Michiel; Summers, Tim; Sweeney, Mark, Sheffield, UK Equniox 172-1972016ACavant-garde; aesthetics; Alien; Dead Space; Kryzysztof Penderecki; The Shining
Sweeney, MarkAesthetics and social interactions in MMOs: The gamification of music in Lord of the Rings Online and Star Wars: GalaxiesThe Soundtrack, 8 25-402015APaesthetics; gamification; Lord of the Rings Online; aesthetic experience; social interaction; Star Wars Galaxies
Sweeney, MarkThe Ludomusicology Research Group: Reflections on Our First DecadeJournal of Sound and Music in Games, 2 56-612021APhttps://doi.org/10.1525/jsmg.2021.2.3.56interdisciplinarity; canons; conferences; Europe; Ludo; RMA; Royal Musical Association; SSSMG
Sweeney, MarkAnalysing Crysis Oxford University of Oxford2011D, Master'sdynamic music; analysis; aleatoric composition; Crysis; mobile form; topic theory
Sweet, MichaelWriting Interactive Music for Video Games: A Composer's Guide Upper Saddle River, NJ Addison-Wesley2014BMcomposition; industry; interactive music; middleware
Tafalla, Richard J.Gender Differences in Cardiovascular Reactivity and Game Performance Related to Sensory Modality in Violent Video Game PlayJournal of Applied Social Psychology, 37 2008-20232007APhttps://onlinelibrary.wiley.com/doi/10.1111/j.1559-1816.2007.00248.xpsychology; gender; blood pressure; DOOM; heart rate; stress; violence
Takidaira, Shio; Shoji, Yoshiyuki; Dürst, Martin J.Slow, Repeat, Voice Guidance: Automatic Generation of Practice Charts to Improve Rhythm Action GamesHCI in Games Edited by Fang, Xiaowen, Cham Springer International Publishing 119-1382022ASMemory; Chart; Play log analysis; Rhythm action game
Tan, Marcus Cheng ChyeDisruptive Vocalities: Auditory Immersion in Punchdrunk’s The Drowned Man: A Hollywood Fable and First-Person Digital Games |Journal of Sound, Silence, Image and Technology, 3 94-1102020APhttp://jossit.tecnocampus.cat/index.php/jossit/article/view/26performance; immersion; theatre; acoustic ecology; soundscape; The Drowned Man: A Hollywood Fable
Tan, Siu-Lan; Baxa, John; Spackman, Matthew P.Effects of built-in audio versus unrelated background music on performance in an adventure role-playing gameInternational Journal of Gaming and Computer-Mediated Simulations, 2 1-232010APpsychology; cognition; cognitive load; controller sound; sources
Taniguchi, Akinori; Yamada, MasashiEmotional Features of Musical Pieces with Seamless Transitions in a Video GameAdvances in Industrial Design Edited by Shin, Cliff Sungsoo; Di Bucchianico, Giuseppe; Fukuda, Shuichi; Ghim, Yong-Gyun; Montagna, Gianni; Carvalho, Cristina, Cham Springer International Publishing 813-8192021ASdynamic music; emotion; NieR: Automata; seams
Tate, JamesCreating a Coherent Score: The Music of Single-Player Fantasy Computer Role-Playing Games Durham University2021D, Doctoralhttp://etheses.dur.ac.uk/14059/narrative; role-playing games; RPGs; concerts; style; genre; orchestration; fantasy; cultural heritage; histories; templates
Tate, James L.A Link Between Worlds: The Construction of Nostalgia in Game Music and Final Fantasy IXThe Music of Nobuo Uematsu in the Final Fantasy Series Edited by Anatone, Richard, Bristol Intellect 152-1772022ACnostalgia; FFIX; Vivi; ALI model; Black mage; immersion; quotation; stylistic allusion
Tate, James S.The Devil in the Detail: Analysing Nobuo Uematsu's "One-Winged Angel" from Final Fantasy VIIThe Music of Nobuo Uematsu in the Final Fantasy Series Edited by Anatone, Richard, Bristol Intellect 34-662022ACbattle; boss; FFVII; formal analysis; Schenker; Sephiroth
Tatlow, StephenEveryone in Space Wants to Hear You Scream: Toward a Framework for Understanding Player Voice in Virtual WorldsJournal of Sound and Music in Games, 1 15-342020APhttps://online.ucpress.edu/jsmg/article/1/3/15/110663/Everyone-in-Space-Wants-to-Hear-You-ScreamToward-aimmersion; virtuality; EVE Online; game sound; Player voice
Tatlow, StephenMusic and Narrative Experience in Final Fantasy XIV: A Realm RebornThe Music of Nobuo Uematsu in the Final Fantasy Series Edited by Anatone, Richard, Bristol Intellect 206-2352022ACasynchrony; FATEs; FFXIV; geography; location; MMORPG; Realm Reborn; synchronization; synchrony
Tatlow, StephenExperiential Perspectives on Sound and Music for Virtual Reality TechnologiesRoyal Holloway University of London2023D, immersion; transmediality; authenticity; virtual reality; virtuality; augmented reality; Alyx; auditory environments; mixed reality
Teetsel, SarahMusical memory of the player, characters, and world of "The Legend of Zelda" video game seriesOhio Bowling Green State University2015D, Master'shttps://www.proquest.com/docview/1718230330/abstract/D9CF5CC95F484B23PQ/1Communication and the arts; Legend of Zelda; Memory; Music and memory; Music history; Musicology; Ocarina of Time; Video games
Tekrø, Even Ågrimsønn NæssPlaying the Sound of Silence: Immersion, Loneliness, and Analysis of Multimodal Intertextuality in 21st Century Video Game MusicUniversity of Oslo2018D, Master'shttps://www.duo.uio.no/handle/10852/66467immersion; Zelda; Bloodborne; Breath of the Wild; No Man's Sky
Tessler, HollyThe new MTV? Electronic Arts and 'playing' musicFrom Pac-Man to Pop Music: Interactive Audio in Games and New Media Edited by Collins, Karen, Farnham Ashgate 13-262008ACcopyright; promotion; Grand Theft Auto; licensed music; Marketing; MTV; Steve Schnur
Thomas, ChanceComposing Music for Games: The Art; Technology and Business of Video Game Scoring CRC Press2016BMcomposition; industry; textbook; interactive music
Thomas, MMusic in Video GamesThe International Journal of Urban Labour and Leisure, 6 2004APhttp://ijull.co.uk/vol6/1/thomas.pdfindustry; marketing; overview; promotion
Thompson, RyanOperatic Conventions and Expectations in Final Fantasy VIMusic in the Role-Playing Game Edited by Gibbons, William; Reale, Steven, New York Routledge 117-1282019ACstructure; Nobuo Uematsu; leitmotif; theatre; 16-bit; classical; Handel; JRPG; stage; theatricality
Thompson, RyanGame Music Beyond the GamesThe Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 409-4232021AChttps://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/game-music-beyond-the-games/6428317259AF9DDC0133A774B8A009E4fandom; OCRemix; adaptation; copyright; participatory culture; fan culture; albums; David Lloyd; OverClocked ReMix; remixing
Thompson, RyanNACVGM 2020 Retrospective Thoughts on Organizing a Digital ConferenceJournal of Sound and Music in Games, 2 70-762021APhttps://online.ucpress.edu/jsmg/article/2/1/70/115923/NACVGM-2020-RetrospectiveThoughts-on-Organizing-acommunication; conference organization; Digital scholarship; online presentation
Thompson, RyanA Far-Off Memory: Kingdom Hearts III and Musical ReuseThe Intersection of Animation, Video Games, and Music Edited by Plank, Dana; Scoggin, Lisa, New York Routledge 149-1622023ACFinal Fantasy; Disney; Remaster; Yoko Shimomura
Thompson, Ryan ClarkeInteractivity in Game Audio: Instances in which Listening Improves a Player's Gameplay University of Minnesota2017D, DoctoralFinal Fantasy; earcon; information; Left 4 Dead; communication; audio icon; Audiosurf
Tiger, Guillaume; Natkin, StéphaneSynthèse sonore d'ambiances urbaines pour les applications vidéoludiques Paris, CNAM2014D, Doctoralhttp://www.theses.fr/2014CNAM0968sound design; sound effects; field recording; granular synthesis; procedural sound; pure data; sound scape; virtual cities
Tinwell, Angela; Grimshaw, Mark; Williams, AndrewUncanny SpeechGame Sound Technology and Player Interaction: Concepts and Developments Edited by Grimshaw, Mark, Hershey PA IGI Global 213-2342011ACcross-modality; facial expression; fidelity; human; lip-synch; speech; uncanniness; uncanny valley
Tobias, Evan S.Let's Play! Learning Music through Video Games and Virtual WorldsThe Oxford Handbook of Music Education Edited by McPherson, Gary; Welch, Graham, Oxford Oxford University Press 531-5482017ACeducation; learning; engagement
Tobias, Evan S.; O'Leary, JaredVideo GamesThe Routledge Companion to Music, Technology, and Education Edited by King, Andrew; Himonides, Evangelos; Ruthman, S. Alex, New York Routledge 263-2722017ACplay; education; learning; social engagement; teaching; thinking
Tomczak, SebastianOn the development of an interface framework in chipmusic: theoretical context, case studies and creative outcomes Adelaide University of Adelaide2011D, Doctoralhttps://digital.library.adelaide.edu.au/dspace/handle/2440/70888composition; chipmusic; hardware interfacing; synthesis
Tomczak, SebastianAuthenticity and Emulation: Chiptune in the Early Twenty-First CenturyInternational Computer Music Association, 2008 2008APhttp://hdl.handle.net/2027/spo.bbp2372.2008.035chiptune; synthesis; authenticity; emulation; identity
Tonelli, ChrisThe Chiptuning of the World: Game Boys; Imagined Travel; and Musical MeaningThe Oxford Handbook of Mobile Music Studies; Vol. 2 Edited by Stanyek, Jason; Gopinath, Sumanth, New York Oxford University Press 402-4262014ACchipmusic; chiptune; Gaston Bachelard; Little Sound DJ; LSDJ; meaning; mobility; Nintendo Game Boy
Tonelli, ChrisThe Temporary Avatar Zone: Pico-Pico Parties in TokyoMusic in Video Games: Studying Play Edited by Donelly, Kevin; Gibbons, William; Lerner, Neil, New York; London Routledge 2014ACperformance; popular music; Japan; Pico-Pico; YMCK
Tonelli, ChrisGame Music and IdentityThe Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 327-3422021AChttps://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/game-music-and-identity/E58C5A25A908FF3F7921D82B91646372affordance; masculinity; Civilization IV; diversity; subjectivity; identification; alterity; class; disidentification; othering; The Last of Us
Toprac, Paul; Abdel-Meguid, AhmedCausing Fear: Suspense and Anxiety Using Sound Design in Comptuer GamesGame Sound Technology and Player Interaction: Concepts and Developments Edited by Grimshaw, Mark, Hershey PA IGI Global 176-1912011ACsynchronization; cognition; fear; acousmatic; anxiety; Darwin; diegesis; emotions; empirical; James-Lange; social construction; suspense; timing; volume
Troise, BlakeThe 1-Bit Instrument: The Fundamentals of 1-Bit Synthesis, Their Implementational Implications, and Instrumental PossibilitiesJournal of Sound and Music in Games, 1 44-742020APhttps://online.ucpress.edu/jsmg/article/1/1/44/2337/The-1-Bit-InstrumentThe-Fundamentals-of-1-Bitchiptune; history; timbre; 1-bit; one-bit; polyphony; pulse interleaving; pulse pin method; ZX Spectrum
Tsingos, Nicolas; Viaud-Delmon, Isabelle; Alloza, DavidRéalité virtuelle: Simulation sonore en trois dimensions par Nicolas Tsingos. Phobies à l'épreuve du virtuel, entretien avec Isabelle Viaud-Delmon; propos recueillis par Dominique Chouchan. Le jeu vidéo est un produit de très haute technologie par David AllozaLes Cahiers de l'INRIA-La Recherche 427 février 2009 (2009).2009AP
Tsukamoto, Masanari; Yamada, Masashi; Yoneda, RyoA Dimensional Study on the Emotion of Musical Pieces Composed for Video GamesProceedings of 20th International Congress on Acoustics. Vol. 918. 2010.2010APpsychology; congruency; excitation; experiment; pleasantness; semantic differential scales
Tuuri, Kai; Koskela, Oskari; Vahlo, Jukka; Tissari, HeliIdentifying the Impact of Game Music both Within and Beyond GameplayEntertainment Computing – ICEC 2021 Edited by Baalsrud Hauge, Jannicke; C. S. Cardoso, Jorge; Roque, Licínio; Gonzalez-Calero, Pedro A., Cham Springer International Publishing 411-4182021AChttps://link.springer.com/10.1007/978-3-030-89394-1_33Everyday Memories; HCI; impact; memory; motivation
Vaculíková, JanaRocksmith, Rocksmith 2014 Edition – Remastered: A Comprehensive Musical Game and Teaching ToolCollege Music Symposium, 58 no. 2 1-22018APhttp://www.jstor.org/stable/26564896performance; education; guitar; tutor
Valente, Andrea C.Can Man with a Movie Camera Shoot Enemy Zero? Convergence and Transcoding in Michael Nyman’s Musical ScoresConvergence Culture Reconsidered: Media - Participation - Environments Edited by Georgi, Claudia; Glaser, Brigitte Johanna, Göttingen Göttingen University Press 195-2072015AChttp://resolver.sub.uni-goettingen.de/purl?univerlag-isbn-978-3-86395-217-4.12transmediality; borrowing; film; intermedia; movies
Valtonen, JonneOn my music and beyond: On the outer ranges of composerhoodFinnish Music Quarterly2023APhttps://fmq.fi/articles/on-the-outer-ranges-of-composerhoodpractice; recording; interview; composer; Musica Nova
van Elferen, IsabellaSonic Descents: Musical Dark Play in Survival and Psychological HorrorThe Dark Side of Game Play: Controversial Issues in Playful Environments. Edited by Linderoth, Jonas; Mortensen, Torill Elvira; Brown, Ashley, New York Routledge 226-2412015ACAmnesia: The Dark Descent; dark play; horror
van Elferen, IsabellaGothic Music: The Sounds of the Uncanny Cardiff University of Wales Press2012BMhorror; Call of Cthulu; gothic; hyperreal; Lost; magic circle; Myst; Resident Evil; Silent Hill; uncannny
van Elferen, IsabellaLudomusicology and the New DrasticJournal of Sound and Music in Games, 1 103-1122020APhttps://online.ucpress.edu/jsmg/article/1/1/103/2326/Ludomusicology-and-the-New-Drasticludomusicology; play; interactivity; musicology; liveness; phenomenology; Carolyn Abbate; critical theory; drastic; gnostic
van Elferen, IsabellaAnalyzing game musical immersion : the ALI modelLudomusicology: Approaches to Video Game Music Edited by Kamp, Michiel; Summers, Tim; Sweeney, Mark, Sheffield, U.K. Equinox 32-522016AChttp://dx.doi.org/10.1558/equinox.23901immersion; interaction; literacy; Dead Space; affect; Amnesia
van Elferen, Isabella¡Un Forastero! Issues of Virtuality and Diegesis in Videogame MusicMusic and the Moving Image, 4 30-392011APhttps://www.jstor.org/stable/10.5406/musimoviimag.4.2.0030Guitar Hero; hyperreal; magic circle; Resident Evil; diegesis; virtuality; flow; intermediality; uncanny; GPS
van Elferen, IsabellaPerpetuum Mobile: Musical Virtual Worlds from Sound Recording to VideogamesThe Cambridge Companion to Music and Digital Culture Edited by Cook, Nicholas; Ingalls, Monique; Trippett, David; Webb, Peter, Cambridge Cambridge University Press 209-2262019ACvirtual reality; phenomenology; drastic; embodiment; affect; mobile music; muscial immersion
van Geelen, TimRealizing groundbreaking adaptive musicFrom Pac-Man to Pop Music: Interactive Audio in Games and New Media Edited by Collins, Karen, Farnham Ashgate 93-1022008ACcomposition; adaptive music; future
van Nispen tot Pannerden, Than; Huiberts, Sander; Donders, Sebastian; Koch, StanThe NLN-Player: A System for Nonlinear music in GamesProceedings of the ICMC 2011; 31 July - 5 August 2011; 2011AShttps://www.academia.edu/download/37786356/Interactive-Music-the-NLN-player.pdfadaptive music; dynamic music; horizontal resequencing
van Tol, Richard; Huiberts, SanderIEZA: A Framework For Game AudioGamasutra2008APhttps://www.gamasutra.com/view/feature/131915/ieza_a_framework_for_game_audio.phpadaptive music; dynamic music; synchronization; timing; nonlinearity
Velleman, Eric; Van Tol, Richard; Verwey, Hugo; Huiberts, Sander3D Shooting Games; Multimodal Games; Sound Games and More Working Examples of the Future of Games for the BlindInternational Conference on Computers for Handicapped Persons Berlin Springer2004ASaccessibility; First-Person Shooter; blindness; FPS; Global Positioning System; GPS; impairment; partially sighted
Veneri, Olivier; Natkin, StéphaneArchitecture d'un intergiciel pour la création sonore dans les jeux vidéo France, France Conservatoire national des arts et métiers2009D, Doctoralcue processing; real-time music; sound design tool; sound designer
Verran, ErickNegative Ecologies, or Silence’s Role in Affordance TheoryJournal of Sound and Music in Games, 2 36-542021APhttps://doi.org/10.1525/jsmg.2021.2.4.36music; affordance; space; ecology; autonomy; silence
Villarreal III, ArmandoThe Effects of Music on Gameplay and ImmersionCambridge, MA MIT2009D, Master's Thesisimmersion; game design; experience; questionnaire; empirical research; Gears of War
Villepreux, TommasoLes stéréotypes genrés de la musique de jeux vidéoParis Université Paris 8 Saint-Denis2016D, Master's Thesisgender; genre; representation; stereotypes
Villepreux, TommasoLa musique dans le jeu vidéo: fonction et interactionParis Université Paris 8 Saint-Denis2014D, Master's Thesisinteraction; role of music
Visi, Federico; Faasch, FrithjofMotion Controllers; Sound; and Music in Video Games: State of the Art and Research PerspectivesEmotion in Video Game Soundtracking Edited by Williams, Duncan; Lee, Newton, Cham Springer 85-1032018ACemotion; engagement; instruments; body; corporeality; motion
Vitalino, Michael; Rone, VincentA Player's Guide to the Psychology of Nostalgia and Videogame MusicNostalgia and Videogame Music Edited by Aksoy, Can; Pozderac-Chenevey, Sarah; Rone, Vincent, Bristol Intellect 24-452022ACmemory; emotion; rhythm; interdisciplinarity; cognition; entrainment
Wang, GeThe World Is Your Stage: Making Music on the iPhoneThe Oxford Handbook of Mobile Music Studies; Vol. 2 Edited by Stanyek, Jason; Gopinath, Sumanth, 487-5042014ACmobility; app; CCRMA; cellphone; iphone; Leaf Trombone; mobile music; mobile phone; Ocarina; Smule; Sonic Lighter; World Stage
Wang, Yi-HsuanExploring the effects of using various designs of game-based materials on music learningInteractive Learning Environments, 0 420052021APhttps://doi.org/10.1080/10494820.2021.1894182music education; game-based learning; game design and development
Warde-Brown, AilbheWaltzing on Rooftops and Cobblestones: Sonic Immersion through Spatiotemporal Involvement in the Assassin’s Creed SeriesJournal of Sound and Music in Games, 2 34-552021APhttps://doi.org/10.1525/jsmg.2021.2.3.34historical games; open-world; ALI; Assassin’s Creed; Sonic immersion; spatiotemporal involvement
Washburn, Megan; Khosmood, FoaadDynamic Procedural Music Generation from NPC AttributesInternational Conference on the Foundations of Digital Games New York, NY, USA Association for Computing Machinery2020AShttps://doi.org/10.1145/3402942.3409785generative music; adaptive music; dynamic music; boss; non-playable character; non-player characters; NPCs
Waxman, JonathanThe Sounds of 8-Bit Nostalgia: The Resurgence of Chiptune Music in Contemporary Film-Based VideogamesNostalgia and Videogame Music Edited by Aksoy, Can; Pozderac-Chenevey, Sarah; Rone, Vincent, Bristol Intellect 107-1262022ACretro; E.T.; Manos: Hands of Fate; Mega Man; The Room
Wechselberger, UlrichMusic Game Enjoyment and Natural Mapping Beyond IntuitivenessSimulation & Gaming, 47 304-3232016APhttps://doi.org/10.1177/1046878116651024music games; engagement; simulation; enjoyment; game controllers; natural controllers; natural mapping
Weinel, JonathanReview: Ludified, edited by Marko Ciciliani, Barbara Lüneburg, and Andreas PirchnerJournal of Sound and Music in Games, 3 146-1492022APhttps://doi.org/10.1525/jsmg.2022.3.2-3.146performance; audience perception; audiovisual composition; video game technology
Weinel, JonathanAuditory Hallucinations and Altered States of Consciousness in Video GamesThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.33altered state of consciousness; ASC; hallucination; avatar-centered subjectivity; audio design guidelines
Weinel, JonathanVisualizing Music with Video Game TechnologiesThe Oxford Handbook of Video Game Music and Sound. Edited by Mark Grimshaw-Aagaard and William Gibbons. New York: Oxford University Press2024AChttps://doi.org/10.1093/oxfordhb/9780197556160.013.21audiovisual art; pedagogy; synesthesia; visualization; multimodal perception; engine
Weiser, MatthieuL’Ambiance narrative musicale de Final Fantasy VII Poitiers Université de Poitiers2010D, Master's Thesisnarration; Nobuo Uematsu; Final Fantasy VII; role-playing game; RPG; JRPG
Went, Kees; Huiberts, Sander; van Tol, RichardGame Audio Lab - An Architectural Framework for Nonlinear Audio in GamesAudio Engineering Society2009AShttps://www.aes.org/e-lib/browse.cfm?elib=15169design; experimentation; nonlinear audio
Werle, Xavier DerrickThe Music of World of Warcraft - Lore of Epic MusicUniversity of California, Los Angeles2014D, Doctoralhttps://escholarship.org/uc/item/2xk8k2mxRPG; analysis; theory; Blizzard; epic music; Hans Zimmer; trailer; Warcraft
Weske, JörgDigital Sound and Music in Computer Games 2000ERhttp://3daudio.info/gamesound/dynamic music; technology; history; genre; interview
Whalen, ZachGame Studies - Play Along - An Approach to Videogame MusicGame Studies, 4 2004APhttp://www.gamestudies.org/0401/whalen/narrative; immersion; Silent Hill; Legend of Zelda; Super Mario Bros.; function; cartoon music; mickey mousing
Whalen, ZachCase Study: Film Music vs. Video-Game Music: The Case of Silent HillMusic, Sound and Multimedia: From the Live to the Virtual Edited by Sexton, Jamie, Edinburgh University Press 68-822007AChttps://www.cambridge.org/core/books/music-sound-and-multimedia/case-study-film-music-vs-videogame-music-the-case-of-silent-hill/EF35CF919DA32490F7B43E297DBA040Fadaptive music; radio; horror; Silent Hill; film music; silence; musical function; static
Wharton, Alexander; Collins, KarenGame Studies - Subjective Measures of the Influence of Music Customization on the Video Game Play Experience: A Pilot StudyGame Studies, 11 2011APhttp://www.gamestudies.org/1102/articles/wharton_collinsinteraction; choice; customization; empirical study; multimodality; Fallout 3: Operation Anchorage
Whitmore, GuyA DirectMusic Case Study for No One Lives ForeverDirectX 9 Audio Exposed: Interactive Audio Development Edited by Fay, Todd; Selfon, Scott; Fay, Todor, Plano, Texas Wordware 387-4152004ACadaptive music; first-person shooter; middleware; transitions; FPS; The Operative
Whitmore, GuyA DirectMusic Case Study for Russian Squares for Windows XP Plus PackDirectX 9 Audio Exposed: Interactive Audio Development Edited by Fay, Todd; Selfon, Scott; Fay, Todor, Plano, Texas Wordware 369-3862004ACadaptive music; middleware; puzzle games
Wierzbicki, JamesRevisiting the Ambient Sounds of Tomb RaiderJournal of Sound and Music in Games, 52024APhttps://doi.org/10.1525/jsmg.2024.5.1.39ambient music; ambient sounds; Tomb Raider; Tomb Raider II
Wilde, Martin D.Audio Programming for Interactive Games: The Computer Music of Games Burlington, MA Focal Press2004BMsound engine; music programming
Wilhelmsson, Ulf; Wallén, JacobA Combined Model for the Structuring of Computer Game AudioGame Sound Technology and Player Interaction: Concepts and Developments Edited by Grimshaw, Mark, IGI Global 98-1322011AChttps://www-igi-global-com.proxy.library.uu.nl/chapter/combined-model-structuring-computer-game/46789structure; production; Legend of Zelda; affordance; audio building; embodied' cognition' functionality; encoded; F.E.A.R.; film sound; frequency range; game design document; Gibson; Huiberts; IEZA-framework; layering; loudness; Murch; tollset; van Tol; Warcraft III
Williams, DuncanAffectively-Driven Algorithmic Composition (AAC)Emotion in Video Game Soundtracking Edited by Williams, Duncan; Lee, Newton, Cham Springer International Publishing 27-382018AChttps://doi.org/10.1007/978-3-319-72272-6_4algorithmic music; generative music; Warcraft; arousal
Williams, DuncanPsychophysiological Approaches to Sound and Music in GamesThe Cambridge Companion to Video Game Music Edited by Fritsch, Melanie; Summers, Tim, Cambridge Cambridge University Press 302-3182021AChttps://www.cambridge.org/core/books/cambridge-companion-to-video-game-music/psychophysiological-approaches-to-sound-and-music-in-games/1E05922381D75E866879946AA22B7835emotion; affect; biofeedback; biosensors; physiology; biophysiological metering; brain activity; Electroencephalogram (EEG); fMRI; galvanic skin response (GSR); mood; MRI
Williams, Duncan; Mears, Jamie; Kirke, Alexis; Reck Miranda, Eduardo; Malik, Asad; Weave, James; Hwang, F.; Nasuto, S.A Perceptual and Affective Evaluation of an Affectively Driven Engine for Video Game SoundtrackingComputers in Entertainment 142016AMdynamic music; immersion; algorithmic composition; World of Warcraft; procedural music; emotional congruence
Winters, BenIdolizing the Synchronized Score: Studying Indiana Jones Hypertexts Edited by Mera, Miguel; Sadoff, Ronald; Winters, Ben, New York Routledge 531-5422017AChttps://www.routledge.com/The-Routledge-Companion-to-Screen-Music-and-Sound/Mera-Sadoff-Winters/p/book/9781138855342transmediality; film music; John Williams; Lego Indiana Jones
Wissner, RebaYou Unlock This Game with the Key of Imagination: The Twilight Zone: The Game (2014), Musical Parody and the Sound of NostalgiaNostalgia and Videogame Music Edited by Aksoy, Can; Pozderac-Chenevey, Sarah; Rone, Vincent, Bristol Intellect 144-1622022ACadaptation; Alien: Isolation; franchise; intertextuality; Medievil; Murder: She Wrote; television; transmediality; TV
Wood, SimonHigh Scores: Making Sense of Music and Video GamesSound and Music in Film and Visual Media: A Critical Overview Edited by Harper, Graeme, The Continuum International Publishing Group Inc 129-1482009AChttps://www.bloomsburycollections.com/book/sound-and-music-in-film-and-visual-media-a-critical-overviewnarrative; adaptive music; film music; states; Tom Clancy's Splinter Cell
Woodward Clinton, J; Bartel, Anthony; Pierce, CharlotteMeWare for Sale: Developer’s Approaches to Serious Mobile Music GamesDiGRA ’20 – Proceedings of the 2020 DiGRA International Conference: Play Everywhere 2020AShttp://www.digra.org/wp-content/uploads/digital-library/DiGRA_2020_paper_100.pdfeducational games; music education; serious games
Wooller, Rene; Brown, Andrew; Miranda, Eduardo; Diederich, JoachimA Framework for Comparison of Process in Algorithmic Music SystemsGenerative Arts Practice Edited by Brown, P.; Edmonds, E.; Burraston, D., Australia Creativity & Cognition Studio Press 109-1242005AChttps://eprints.qut.edu.au/6544/algorithmic music; composition; generative music; dynamic music; middleware; software design
Worth, MichaelReview of The Game Music Handbook: A Practical Guide to Crafting an Unforgettable Musical Soundscape by Noah Kellman (New York: Oxford University Press, 2020, 312 pp, $35.00)Journal of Sound and Music in Games, 2 62-652021APhttps://doi.org/10.1525/jsmg.2021.2.3.62implementation; scoring; textbook; practice
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